Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Types

enum  inventory_item_menu_positon { RIGHT_TERMINAL_EDGE , LEFT_OF_INFO , RIGHT_OF_INFO , LEFT_TERMINAL_EDGE }
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around ()
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
int inventory_item_menu (item_location locThisItem, const std::function< int()> &startx=[]() { return 0;}, const std::function< int()> &width=[]() { return 50;}, inventory_item_menu_positon position=RIGHT_OF_INFO)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void open_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
void reload (item_location &loc, bool prompt=false, bool empty=true)
 
void reload_item ()
 
void reload_wielded (bool prompt=false)
 
void reload_weapon (bool try_everything=true)
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
bool unload (item_location loc)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void wield ()
 
void wield (item_location &loc)
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ inventory_item_menu_positon

Enumerator
RIGHT_TERMINAL_EDGE 
LEFT_OF_INFO 
RIGHT_OF_INFO 
LEFT_TERMINAL_EDGE 

Definition at line 611 of file game.h.

611 {
616 };
@ LEFT_OF_INFO
Definition: game.h:613
@ RIGHT_OF_INFO
Definition: game.h:614
@ RIGHT_TERMINAL_EDGE
Definition: game.h:612
@ LEFT_TERMINAL_EDGE
Definition: game.h:615

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 805 of file game.h.

805 : int {
806 CHANGE_TAB,
807 QUIT,
808 FIRE, // Who knew, apparently you can do that in list_monsters
809 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 284 of file game.cpp.

284 :
286 scent_ptr( *this ),
289 m( *map_ptr ),
290 u( *u_ptr ),
291 scent( *scent_ptr ),
293 uquit( QUIT_NO ),
294 new_game( false ),
296 mostseen( 0 ),
299 next_npc_id( 1 ),
300 next_mission_id( 1 ),
304 seed( 0 ),
305 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
306{
314 world_generator = std::make_unique<worldfactory>();
315 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
316 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
317}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1071
pimpl< spell_events > spell_events_ptr
Definition: game.h:1006
safe_mode_type safe_mode
Definition: game.h:1068
bool safe_mode_warning_logged
Definition: game.h:1082
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:1000
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1116
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:1026
event_bus & events()
Definition: game.cpp:3077
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:1002
character_id next_npc_id
Definition: game.h:1084
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:1004
void reset_light_level()
Definition: game.cpp:3921
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:1005
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1073
pimpl< map > map_ptr
Definition: game.h:995
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1099
pimpl< live_view > liveview_ptr
Definition: game.h:997
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:1003
pimpl< scent_map > scent_ptr
Definition: game.h:999
timed_event_manager & timed_events
Definition: game.h:1014
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1111
int next_mission_id
Definition: game.h:1086
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1028
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:1007
map & m
Definition: game.h:1011
avatar & u
Definition: game.h:1012
scent_map & scent
Definition: game.h:1013
int user_action_counter
Definition: game.h:1105
live_view & liveview
Definition: game.h:998
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1108
pimpl< avatar > u_ptr
Definition: game.h:996
time_point remoteveh_cache_time
Definition: game.h:1092
static void achievement_attained(const achievement *a)
Definition: game.cpp:277
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 12340 of file game.cpp.

12341{
12342 //If player is sleeping, get a dream from a carried artifact
12343 //Don't need to check that player is sleeping here, that's done before calling
12344 std::list<item *> art_items = g->u.get_artifact_items();
12345 std::vector<item *> valid_arts;
12346 std::vector<std::vector<std::string>>
12347 valid_dreams; // Tracking separately so we only need to check its req once
12348 //Pull the list of dreams
12349 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
12350 for( auto &it : art_items ) {
12351 //Pick only the ones with an applicable dream
12352 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
12353 if( art && art->charge_req != ACR_NULL &&
12354 ( it->ammo_remaining() < it->ammo_capacity() ||
12355 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
12356 add_msg( m_debug, "Checking artifact %s", it->tname() );
12357 if( check_art_charge_req( *it ) ) {
12358 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
12359 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
12360 add_msg( m_debug, "Adding met dream from %s", it->tname() );
12361 valid_arts.push_back( it );
12362 valid_dreams.push_back( art->dream_msg_met );
12363 }
12364 } else {
12365 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
12366 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
12367 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
12368 valid_arts.push_back( it );
12369 valid_dreams.push_back( art->dream_msg_unmet );
12370 }
12371 }
12372 }
12373 }
12374 if( !valid_dreams.empty() ) {
12375 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
12376 const int selected = rng( 0, valid_arts.size() - 1 );
12377 auto it = valid_arts[selected];
12378 auto msg = random_entry( valid_dreams[selected] );
12379 const std::string &dream = string_format( _( msg ), it->tname() );
12380 add_msg( dream );
12381 } else {
12382 add_msg( m_debug, "Didn't have any dreams, sorry" );
12383 }
12384}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:264
std::unique_ptr< game > g
Definition: game.cpp:267
bool check_art_charge_req(item &it)
Definition: game.cpp:12044
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
Definition: mutation.h:39
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 12162 of file game.cpp.

12163{
12164 int net_str = 0;
12165 int net_dex = 0;
12166 int net_per = 0;
12167 int net_int = 0;
12168 int net_speed = 0;
12169
12170 for( auto &i : effects ) {
12171 switch( i ) {
12172 case AEP_STR_UP:
12173 net_str += 4;
12174 break;
12175 case AEP_DEX_UP:
12176 net_dex += 4;
12177 break;
12178 case AEP_PER_UP:
12179 net_per += 4;
12180 break;
12181 case AEP_INT_UP:
12182 net_int += 4;
12183 break;
12184 case AEP_ALL_UP:
12185 net_str += 2;
12186 net_dex += 2;
12187 net_per += 2;
12188 net_int += 2;
12189 break;
12190 case AEP_STR_DOWN:
12191 net_str -= 3;
12192 break;
12193 case AEP_DEX_DOWN:
12194 net_dex -= 3;
12195 break;
12196 case AEP_PER_DOWN:
12197 net_per -= 3;
12198 break;
12199 case AEP_INT_DOWN:
12200 net_int -= 3;
12201 break;
12202 case AEP_ALL_DOWN:
12203 net_str -= 2;
12204 net_dex -= 2;
12205 net_per -= 2;
12206 net_int -= 2;
12207 break;
12208
12209 case AEP_SPEED_UP:
12210 net_speed += 20;
12211 break;
12212 case AEP_SPEED_DOWN:
12213 net_speed -= 20;
12214 break;
12215
12216 case AEP_PBLUE:
12217 break; // No message
12218
12219 case AEP_SNAKES:
12220 add_msg( m_warning, _( "Your skin feels slithery." ) );
12221 break;
12222
12223 case AEP_INVISIBLE:
12224 add_msg( m_good, _( "You fade into invisibility!" ) );
12225 break;
12226
12227 case AEP_CLAIRVOYANCE:
12229 add_msg( m_good, _( "You can see through walls!" ) );
12230 break;
12231
12233 add_msg( m_good, _( "You can see through everything!" ) );
12234 break;
12235
12236 case AEP_STEALTH:
12237 add_msg( m_good, _( "Your steps stop making noise." ) );
12238 break;
12239
12240 case AEP_GLOW:
12241 add_msg( _( "A glow of light forms around you." ) );
12242 break;
12243
12244 case AEP_PSYSHIELD:
12245 add_msg( m_good, _( "Your mental state feels protected." ) );
12246 break;
12247
12249 add_msg( m_good, _( "You feel insulated." ) );
12250 break;
12251
12252 case AEP_CARRY_MORE:
12253 add_msg( m_good, _( "Your back feels strengthened." ) );
12254 break;
12255
12256 case AEP_FUN:
12257 add_msg( m_good, _( "You feel a pleasant tingle." ) );
12258 break;
12259
12260 case AEP_HUNGER:
12261 add_msg( m_warning, _( "You feel hungry." ) );
12262 break;
12263
12264 case AEP_THIRST:
12265 add_msg( m_warning, _( "You feel thirsty." ) );
12266 break;
12267
12268 case AEP_EVIL:
12269 add_msg( m_warning, _( "You feel an evil presence…" ) );
12270 break;
12271
12272 case AEP_SCHIZO:
12273 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
12274 break;
12275
12276 case AEP_RADIOACTIVE:
12277 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
12278 break;
12279
12280 case AEP_MUTAGENIC:
12281 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
12282 break;
12283
12284 case AEP_ATTENTION:
12285 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
12286 break;
12287
12288 case AEP_FORCE_TELEPORT:
12289 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
12290 break;
12291
12292 case AEP_MOVEMENT_NOISE:
12293 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
12294 break;
12295
12296 case AEP_BAD_WEATHER:
12297 add_msg( m_warning, _( "You feel storms coming." ) );
12298 break;
12299
12300 case AEP_SICK:
12301 add_msg( m_bad, _( "You feel unwell." ) );
12302 break;
12303
12304 case AEP_SMOKE:
12305 add_msg( m_warning, _( "A cloud of smoke appears." ) );
12306 break;
12307 default:
12308 //Suppress warnings
12309 break;
12310 }
12311 }
12312
12313 std::string stat_info;
12314 if( net_str != 0 ) {
12315 stat_info += string_format( _( "Str %s%d! " ),
12316 ( net_str > 0 ? "+" : "" ), net_str );
12317 }
12318 if( net_dex != 0 ) {
12319 stat_info += string_format( _( "Dex %s%d! " ),
12320 ( net_dex > 0 ? "+" : "" ), net_dex );
12321 }
12322 if( net_int != 0 ) {
12323 stat_info += string_format( _( "Int %s%d! " ),
12324 ( net_int > 0 ? "+" : "" ), net_int );
12325 }
12326 if( net_per != 0 ) {
12327 stat_info += string_format( _( "Per %s%d! " ),
12328 ( net_per > 0 ? "+" : "" ), net_per );
12329 }
12330
12331 if( !stat_info.empty() ) {
12332 add_msg( m_neutral, stat_info );
12333 }
12334
12335 if( net_speed != 0 ) {
12336 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
12337 }
12338}
@ m_good
Definition: enums.h:253
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
@ m_warning
Definition: enums.h:257
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3372 of file game.cpp.

3373{
3374 draw_callbacks.erase(
3375 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3376 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3377 return cbw.expired();
3378 } ),
3379 draw_callbacks.end()
3380 );
3381 draw_callbacks.emplace_back( cb );
3382 cb->added = true;
3384}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3337
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1957 of file game.cpp.

1958{
1959 follower_ids.insert( id );
1960 u.follower_ids.insert( id );
1961}
std::set< character_id > follower_ids
Definition: game.h:1087
std::set< character_id > follower_ids
Definition: player.h:710

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12496 of file game.cpp.

12497{
12498 return Creature_range( *this );
12499}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12501 of file game.cpp.

12502{
12503 return monster_range( *this );
12504}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12506 of file game.cpp.

12507{
12508 return npc_range( *this );
12509}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 12410 of file game.cpp.

12411{
12412 return get_npcs_if( [&]( const npc & guy ) {
12413 if( !guy.is_hallucination() ) {
12414 return guy.is_ally( g->u );
12415 } else {
12416 return false;
12417 }
12418 } );
12419}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:12433
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3257

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1945 of file game.cpp.

1946{
1947 int ret = next_mission_id;
1949 return ret;
1950}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3929 of file game.cpp.

3930{
3932 ++next_npc_id;
3933 return ret;
3934}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1751 of file game.cpp.

1752{
1753 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1754 vehicle *&v = veh.v;
1755 if( v->is_following ) {
1756 v->drive_to_local_target( g->m.getabs( u.pos() ), true );
1757 } else if( v->is_patrolling ) {
1758 v->autopilot_patrol();
1759 }
1760 }
1761}
const tripoint & pos() const override
Definition: character.cpp:707
VehicleList get_vehicles()
Definition: map.cpp:232
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1924
bool is_patrolling
Definition: vehicle.h:1925
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), g, map::get_vehicles(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11830 of file game.cpp.

11831{
11832 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11833 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11834 return;
11835 }
11836 quicksave(); //Driving checks are handled by quicksave()
11837}
time_t last_save_timestamp
Definition: game.h:1089
void quicksave()
Definition: game.cpp:11785

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8556 of file game.cpp.

8557{
8558 static const std::string salvage_string = "salvage";
8559 if( u.controlling_vehicle ) {
8560 add_msg( m_info, _( "You can't butcher while driving!" ) );
8561 return;
8562 }
8563
8564 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8565 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8566 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8567 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8568
8569 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8570 if( m.has_flag( "SEALED", u.pos() ) ) {
8571 if( m.sees_some_items( u.pos(), u ) ) {
8572 add_msg( m_info, _( "You can't access the items here." ) );
8573 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8574 add_msg( m_info, no_corpse_msg );
8575 } else {
8576 add_msg( m_info, no_knife_msg );
8577 }
8578 return;
8579 }
8580
8581 const item *first_item_without_tools = nullptr;
8582 // Indices of relevant items
8583 std::vector<map_stack::iterator> corpses;
8584 std::vector<map_stack::iterator> disassembles;
8585 std::vector<map_stack::iterator> salvageables;
8586 map_stack items = m.i_at( u.pos() );
8587 const inventory &crafting_inv = u.crafting_inventory();
8588
8589 // TODO: Properly handle different material whitelists
8590 // TODO: Improve quality of this section
8591 auto salvage_filter = []( item it ) {
8592 const auto usable = it.get_usable_item( salvage_string );
8593 return usable != nullptr;
8594 };
8595
8596 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8597 int salvage_tool_index = INT_MIN;
8598 item *salvage_tool = nullptr;
8599 const salvage_actor *salvage_iuse = nullptr;
8600 if( !salvage_tools.empty() ) {
8601 salvage_tool = salvage_tools.front();
8602 salvage_tool_index = u.get_item_position( salvage_tool );
8603 item *usable = salvage_tool->get_usable_item( salvage_string );
8604 salvage_iuse = dynamic_cast<const salvage_actor *>(
8605 usable->get_use( salvage_string )->get_actor_ptr() );
8606 }
8607
8608 // Reserve capacity for each to hold entire item set if necessary to prevent
8609 // reallocations later on
8610 corpses.reserve( items.size() );
8611 salvageables.reserve( items.size() );
8612 disassembles.reserve( items.size() );
8613
8614 // Split into corpses, disassemble-able, and salvageable items
8615 // It's not much additional work to just generate a corpse list and
8616 // clear it later, but does make the splitting process nicer.
8617 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8618 if( it->is_corpse() ) {
8619 corpses.push_back( it );
8620 } else {
8621 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8622 salvageables.push_back( it );
8623 }
8624 if( u.can_disassemble( *it, crafting_inv ).success() ) {
8625 disassembles.push_back( it );
8626 } else if( !first_item_without_tools ) {
8627 first_item_without_tools = &*it;
8628 }
8629 }
8630 }
8631
8632 // Clear corpses if butcher and dissect factors are INT_MIN
8633 if( factor == INT_MIN && factorD == INT_MIN ) {
8634 corpses.clear();
8635 }
8636
8637 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8638 if( factor > INT_MIN || factorD > INT_MIN ) {
8639 add_msg( m_info, no_corpse_msg );
8640 } else {
8641 add_msg( m_info, no_knife_msg );
8642 }
8643
8644 if( first_item_without_tools ) {
8645 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8646 // Just for the "You need x to disassemble y" messages
8647 const auto ret = u.can_disassemble( *first_item_without_tools, crafting_inv );
8648 if( !ret.success() ) {
8649 add_msg( m_info, "%s", ret.c_str() );
8650 }
8651 }
8652 return;
8653 }
8654
8655 Creature *hostile_critter = is_hostile_very_close();
8656 if( hostile_critter != nullptr ) {
8657 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8658 hostile_critter->disp_name() ) ) {
8659 return;
8660 }
8661 }
8662
8663 // Magic indices for special butcher options
8664 enum : int {
8665 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8666 MULTIBUTCHER,
8667 MULTIDISASSEMBLE_ONE,
8668 MULTIDISASSEMBLE_ALL,
8669 NUM_BUTCHER_ACTIONS
8670 };
8671 // What are we butchering (i.e.. which vector to pick indices from)
8672 enum {
8673 BUTCHER_CORPSE,
8674 BUTCHER_DISASSEMBLE,
8675 BUTCHER_SALVAGE,
8676 BUTCHER_OTHER // For multisalvage etc.
8677 } butcher_select = BUTCHER_CORPSE;
8678 // Index to std::vector of iterators...
8679 int indexer_index = 0;
8680
8681 // Generate the indexed stacks so we can display them nicely
8682 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8683 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8684 // Always ask before cutting up/disassembly, but not before butchery
8685 size_t ret = 0;
8686 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8687 uilist kmenu;
8688 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8689
8690 size_t i = 0;
8691 // Add corpses, disassembleables, and salvagables to the UI
8692 add_corpses( kmenu, corpses, i );
8693 add_disassemblables( kmenu, disassembly_stacks, i );
8694 if( salvage_iuse && !salvageables.empty() ) {
8695 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8696 }
8697
8698 if( corpses.size() > 1 ) {
8699 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8700 }
8701 if( disassembles.size() > 1 ) {
8702 int time_to_disassemble = 0;
8703 int time_to_disassemble_all = 0;
8704 for( const auto &stack : disassembly_stacks ) {
8705 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8706 time_to_disassemble += time;
8707 time_to_disassemble_all += time * stack.second;
8708 }
8709
8710 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8711 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8712 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8713 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8714 }
8715 if( salvage_iuse && salvageables.size() > 1 ) {
8716 int time_to_salvage = 0;
8717 for( const auto &stack : salvage_stacks ) {
8718 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8719 }
8720
8721 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8722 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8723 }
8724
8725 kmenu.query();
8726
8727 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8728 return;
8729 }
8730
8731 ret = static_cast<size_t>( kmenu.ret );
8732 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8733 butcher_select = BUTCHER_OTHER;
8734 indexer_index = ret;
8735 } else if( ret < corpses.size() ) {
8736 butcher_select = BUTCHER_CORPSE;
8737 indexer_index = ret;
8738 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8739 butcher_select = BUTCHER_DISASSEMBLE;
8740 indexer_index = ret - corpses.size();
8741 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8742 butcher_select = BUTCHER_SALVAGE;
8743 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8744 } else {
8745 debugmsg( "Invalid butchery index: %d", ret );
8746 return;
8747 }
8748 }
8749
8750 if( !u.has_morale_to_craft() ) {
8751 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8752 add_msg( m_info,
8753 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8754 } else {
8755 add_msg( m_info,
8756 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8757 }
8758 return;
8759 }
8760 const auto helpers = u.get_crafting_helpers( 3 );
8761 for( const npc *np : helpers ) {
8762 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8763 }
8764 switch( butcher_select ) {
8765 case BUTCHER_OTHER:
8766 switch( indexer_index ) {
8767 case MULTISALVAGE:
8768 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8769 break;
8770 case MULTIBUTCHER:
8771 butcher_submenu( corpses );
8772 for( map_stack::iterator &it : corpses ) {
8773 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8774 }
8775 break;
8776 case MULTIDISASSEMBLE_ONE:
8777 u.disassemble_all( true );
8778 break;
8779 case MULTIDISASSEMBLE_ALL:
8780 u.disassemble_all( false );
8781 break;
8782 default:
8783 debugmsg( "Invalid butchery type: %d", indexer_index );
8784 return;
8785 }
8786 break;
8787 case BUTCHER_CORPSE: {
8788 butcher_submenu( corpses, indexer_index );
8789 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8790 }
8791 break;
8792 case BUTCHER_DISASSEMBLE: {
8793 // Pick index of first item in the disassembly stack
8794 item *const target = &*disassembly_stacks[indexer_index].first;
8795 u.disassemble( item_location( map_cursor( u.pos() ), target ), true );
8796 }
8797 break;
8798 case BUTCHER_SALVAGE: {
8799 if( !salvage_iuse || !salvage_tool ) {
8800 debugmsg( "null salve_iuse or salvage_tool" );
8801 } else {
8802 // Pick index of first item in the salvage stack
8803 item *const target = &*salvage_stacks[indexer_index].first;
8804 item_location item_loc( map_cursor( u.pos() ), target );
8805 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8806 }
8807 }
8808 break;
8809 }
8810}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:285
player_activity activity
Definition: character.h:1580
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2396
bool has_morale_to_craft() const
Definition: crafting.cpp:329
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:545
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9165
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3943
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:176
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7808
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7782
Definition: map.h:101
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2304
map_stack i_at(const tripoint &p)
Definition: map.cpp:4077
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4748
std::vector< item_location > targets
void disassemble_all(bool one_pass)
Definition: crafting.cpp:2030
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2322
ret_val< bool > can_disassemble(const item &obj, const inventory &inv) const
Check if the player can disassemble an item using the current crafting inventory.
Definition: crafting.cpp:1855
bool disassemble()
Definition: crafting.cpp:1928
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:952
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:277
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:325
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8407
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8365
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8386
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8318
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8353
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:315
string_id< quality > quality_id
Definition: type_id.h:158

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), player::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, player::disassemble(), player::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1332 of file game.cpp.

1333{
1334 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1336 return;
1337 }
1338 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1339 const int light_sight_range = u.sight_range( g_light_level );
1340 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1341
1342 // The maximal offset will leave at least this many tiles
1343 // between the PC and the edge of the main window.
1344 static const int border_range = 2;
1345 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1346 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1347
1348 // velocity at or below this results in no offset at all
1349 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1350 // velocity at or above this results in maximal offset
1351 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1353 float velocity = veh->velocity;
1354 rl_vec2d offset = veh->move_vec();
1355 if( !veh->skidding && veh->player_in_control( u ) &&
1356 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1357 // Use the cruise controlled velocity, but only if
1358 // it is not too different from the actual velocity.
1359 // The actual velocity changes too often (see above slowdown).
1360 // Using it makes would make the offset change far too often.
1361 offset = veh->face_vec();
1362 velocity = veh->cruise_velocity;
1363 }
1364 float rel_offset;
1365 if( std::fabs( velocity ) < min_offset_vel ) {
1366 rel_offset = 0;
1367 } else if( std::fabs( velocity ) > max_offset_vel ) {
1368 rel_offset = ( velocity > 0 ) ? 1 : -1;
1369 } else {
1370 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1371 }
1372 // Squeeze into the corners, by making the offset vector longer,
1373 // the PC is still in view as long as both offset.x and
1374 // offset.y are <= 1
1375 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1376 offset.y /= std::fabs( offset.x );
1377 offset.x = ( offset.x > 0 ) ? +1 : -1;
1378 } else if( std::fabs( offset.y ) > 0.2 ) {
1379 offset.x /= std::fabs( offset.y );
1380 offset.y = offset.y > 0 ? +1 : -1;
1381 }
1382 offset.x *= rel_offset;
1383 offset.y *= rel_offset;
1384 offset.x *= max_offset.x;
1385 offset.y *= max_offset.y;
1386 // [ ----@---- ] sight=6
1387 // [ --@------ ] offset=2
1388 // [ -@------# ] offset=3
1389 // can see sights square in every direction, total visible area is
1390 // (2*sight+1)x(2*sight+1), but the window is only
1391 // getmaxx(w_terrain) x getmaxy(w_terrain)
1392 // The area outside of the window is maxoff (sight-getmax/2).
1393 // If that value is <= 0, the whole visible area fits the window.
1394 // don't apply the view offset at all.
1395 // If the offset is > maxoff, only apply at most maxoff, everything
1396 // above leads to invisible area in front of the car.
1397 // It will display (getmax/2+offset) squares in one direction and
1398 // (getmax/2-offset) in the opposite direction (centered on the PC).
1399 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1400 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1401 if( maxoff.x <= 0 ) {
1402 offset.x = 0;
1403 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1404 offset.x = maxoff.x;
1405 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1406 offset.x = -maxoff.x;
1407 }
1408 if( maxoff.y <= 0 ) {
1409 offset.y = 0;
1410 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1411 offset.y = maxoff.y;
1412 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1413 offset.y = -maxoff.y;
1414 }
1415
1416 // Turn the offset into a vector that increments the offset toward the desired position
1417 // instead of setting it there instantly, should smooth out jerkiness.
1418 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1419
1420 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1421 ( offset_difference.y < 0 ) ? -1 : 1 );
1422 // Shift the current offset in the direction of the calculated offset by one tile
1423 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1424 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1425 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1426 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1427 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1428
1429 set_driving_view_offset( point( offset.x, offset.y ) );
1430}
int posz() const override
Definition: character.h:844
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:712
point driving_view_offset
Definition: game.h:1045
catacurses::window w_terrain
Definition: game.h:1035
void set_driving_view_offset(const point &p)
Definition: game.cpp:1689
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3915
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1940
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1861
int cruise_velocity
Definition: vehicle.h:1863
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1314
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1790 of file game.cpp.

1791{
1793 if( u.has_distant_destination() ) {
1794 if( cancel_auto_move( u, text ) ) {
1795 return true;
1796 } else {
1798 return false;
1799 }
1800 }
1802 return false;
1803 }
1804 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1805 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1807
1808 const auto &action = query_popup()
1809 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1810 .message( force_uc ?
1811 pgettext( "cancel_activity_or_ignore_query",
1812 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1813 pgettext( "cancel_activity_or_ignore_query",
1814 "<color_light_red>%s %s</color>" ),
1815 text, u.activity.get_stop_phrase() )
1816 .option( "YES", allow_key )
1817 .option( "NO", allow_key )
1818 .option( "IGNORE", allow_key )
1819 .query()
1820 .action;
1821
1822 if( action == "YES" ) {
1824 return true;
1825 }
1826 if( action == "IGNORE" ) {
1828 for( auto &activity : u.backlog ) {
1829 activity.ignore_distraction( type );
1830 }
1831 }
1832
1835
1836 return false;
1837}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9208
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1581
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1777
void redraw()
Definition: ui_manager.cpp:285
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1839 of file game.cpp.

1840{
1842 if( u.has_distant_destination() ) {
1843 if( cancel_auto_move( u, text ) ) {
1844 return true;
1845 } else {
1847 return false;
1848 }
1849 }
1850 if( !u.activity ) {
1851 return false;
1852 }
1853 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1857 return true;
1858 }
1859 return false;
1860}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9240

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1763 of file game.cpp.

1765{
1766 //spawn the corpse, rotten by a part of the duration
1768 catch_duration ) ) );
1769 if( u.sees( pos ) ) {
1770 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1771 }
1772 //quietly kill the caught
1773 fish->no_corpse_quiet = true;
1774 fish->die( p );
1775}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:504
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4222
bool no_corpse_quiet
Definition: monster.h:482
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2243
const mtype * type
Definition: monster.h:478
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:4368
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 393 of file npctalk.cpp.

394{
395 int volume = g->u.get_shout_volume();
396
397 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
398 // TODO: Get rid of the z-level check when z-level vision gets "better"
399 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
400 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
401 } );
402 const int available_count = available.size();
403 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
404 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
405 } );
406 const int follower_count = followers.size();
407 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
408 return guy.mission == NPC_MISSION_GUARD_ALLY &&
409 guy.companion_mission_role_id != "FACTION_CAMP" &&
410 guy.can_hear( u.pos(), volume );
411 } );
412 const int guard_count = guards.size();
413
414 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
415 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
416 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
417 return;
418 }
419 std::vector<vehicle *> animal_vehicles;
420 std::vector<vehicle *> following_vehicles;
421 std::vector<vehicle *> magic_vehicles;
422 std::vector<vehicle *> magic_following_vehicles;
423 for( auto &veh : g->m.get_vehicles() ) {
424 auto &v = veh.v;
425 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
426 animal_vehicles.push_back( v );
427 if( v->is_following ) {
428 following_vehicles.push_back( v );
429 }
430 }
431 if( v->magic ) {
432 for( const vpart_reference &vp : v->get_all_parts() ) {
433 const vpart_info &vpi = vp.info();
434 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
435 magic_vehicles.push_back( v );
436 if( v->is_following ) {
437 magic_following_vehicles.push_back( v );
438 }
439 break;
440 }
441 }
442 }
443 }
444
445 uilist nmenu;
446 nmenu.text = std::string( _( "What do you want to do?" ) );
447
448 if( !available.empty() ) {
449 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
450 string_format( _( "Talk to %s" ), available.front()->name ) :
451 _( "Talk to…" )
452 );
453 }
454 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
455 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
456 if( !animal_vehicles.empty() ) {
458 _( "Whistle at your animals pulling vehicles to follow you." ) );
459 }
460 if( !magic_vehicles.empty() ) {
462 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
463 }
464 if( !magic_following_vehicles.empty() ) {
466 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
467 }
468 if( !following_vehicles.empty() ) {
470 _( "Whistle at your animals pulling vehicles to stop following you." ) );
471 }
472 if( !guards.empty() ) {
473 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
474 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
475 _( "Tell someone to follow…" )
476 );
477 }
478 if( !followers.empty() ) {
479 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
480 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
481 _( "Tell someone to guard…" )
482 );
483 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
484 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
485 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
486 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
487 _( "Tell everyone on your team to prepare for danger" ) );
488 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
489 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
490 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
491 }
492 std::string message;
493 std::string yell_msg;
494 bool is_order = true;
495 nmenu.query();
496
497 if( nmenu.ret < 0 ) {
498 return;
499 }
500
501 switch( nmenu.ret ) {
502 case NPC_CHAT_TALK: {
503 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
504 if( npcselect < 0 ) {
505 return;
506 }
507 available[npcselect]->talk_to_u();
508 break;
509 }
510 case NPC_CHAT_YELL:
511 is_order = false;
512 message = _( "loudly." );
513 break;
514 case NPC_CHAT_SENTENCE: {
515 std::string popupdesc = _( "Enter a sentence to yell" );
517 popup.title( _( "Yell a sentence" ) )
518 .width( 64 )
519 .description( popupdesc )
520 .identifier( "sentence" )
521 .max_length( 128 )
522 .query();
523 yell_msg = popup.text();
524 is_order = false;
525 break;
526 }
527 case NPC_CHAT_GUARD: {
528 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
529 if( npcselect < 0 ) {
530 return;
531 }
532 if( npcselect == follower_count ) {
533 for( npc *them : followers ) {
535 }
536 yell_msg = _( "Everyone guard here!" );
537 } else {
538 talk_function::assign_guard( *followers[npcselect] );
539 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
540 }
541 break;
542 }
543 case NPC_CHAT_FOLLOW: {
544 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
545 if( npcselect < 0 ) {
546 return;
547 }
548 if( npcselect == guard_count ) {
549 for( npc *them : guards ) {
551 }
552 yell_msg = _( "Everyone follow me!" );
553 } else {
554 talk_function::stop_guard( *guards[npcselect] );
555 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
556 }
557 break;
558 }
559 case NPC_CHAT_AWAKE:
560 for( npc *them : followers ) {
561 talk_function::wake_up( *them );
562 }
563 yell_msg = _( "Stay awake!" );
564 break;
565 case NPC_CHAT_MOUNT:
566 for( npc *them : followers ) {
567 if( them->has_effect( effect_riding ) ) {
568 continue;
569 }
571 }
572 yell_msg = _( "Mount up!" );
573 break;
575 for( npc *them : followers ) {
576 if( them->has_effect( effect_riding ) ) {
577 them->npc_dismount();
578 }
579 }
580 yell_msg = _( "Dismount!" );
581 break;
582 case NPC_CHAT_DANGER:
583 for( npc *them : followers ) {
584 them->rules.set_danger_overrides();
585 }
586 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
587 "and don't open any doors." );
588 break;
590 for( npc *p : followers ) {
592 }
593 yell_msg = _( "As you were." );
594 break;
595 case NPC_CHAT_ORDERS:
596 npc_temp_orders_menu( followers );
597 break;
600 break;
603 break;
606 break;
609 break;
610 default:
611 return;
612 }
613
614 if( !yell_msg.empty() ) {
615 message = string_format( "\"%s\"", yell_msg );
616 }
617 if( !message.empty() ) {
618 add_msg( _( "You yell %s" ), message );
619 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
620 }
621
622 u.moves -= 100;
623}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:539
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7710
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1984
bool is_following() const
Definition: npc.cpp:2015
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:403
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4051
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:219
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:376
static void tell_veh_stop_following()
Definition: npctalk.cpp:339
static void assign_veh_to_follow()
Definition: npctalk.cpp:350
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:251
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:199
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_YELL
Definition: npctalk.cpp:194
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:197
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:196
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:210
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:202
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:195
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:209
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:201
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:198
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_TALK
Definition: npctalk.cpp:193
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:212
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:360
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 343 of file game.cpp.

344{
345 auto &tree = world_generator->get_mod_manager().get_tree();
346
347 // deduplicated list of mods to check
348 std::set<mod_id> check( opts.begin(), opts.end() );
349
350 // if no specific mods specified check all non-obsolete mods
351 if( check.empty() ) {
352 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
353 if( !e->obsolete ) {
354 check.emplace( e );
355 }
356 }
357 }
358
359 if( check.empty() ) {
360 world_generator->set_active_world( nullptr );
361 world_generator->init();
362 const std::vector<mod_id> mods_empty;
363 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
364 world_generator->set_active_world( test_world );
365
366 // if no loadable mods then test core data only
367 try {
370 } catch( const std::exception &err ) {
371 std::cerr << "Error loading data from json: " << err.what() << std::endl;
372 }
373
374 std::string world_name = world_generator->active_world->world_name;
375 world_generator->delete_world( world_name, true );
376
379 }
380
381 for( const auto &e : check ) {
382 world_generator->set_active_world( nullptr );
383 world_generator->init();
384 const std::vector<mod_id> mods_empty;
385 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
386 if( !test_world ) {
387 std::cerr << "Failed to generate test world." << std::endl;
388 return false;
389 }
390 world_generator->set_active_world( test_world );
391
392 if( !e.is_valid() ) {
393 std::cerr << "Unknown mod: " << e.str() << std::endl;
394 return false;
395 }
396
397 const MOD_INFORMATION &mod = *e;
398
399 if( !tree.is_available( mod.ident ) ) {
400 std::cerr << "Missing dependencies: " << mod.name() << "\n"
401 << tree.get_node( mod.ident )->s_errors() << std::endl;
402 return false;
403 }
404
405 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
406
407 try {
409
410 // Load any dependencies
411 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
412 load_data_from_dir( dep->path, dep->ident.str(), ui );
413 }
414
415 // Load mod itself
416 load_data_from_dir( mod.path, mod.ident.str(), ui );
418 } catch( const std::exception &err ) {
419 std::cerr << "Error loading data: " << err.what() << std::endl;
420 }
421
422 std::string world_name = world_generator->active_world->world_name;
423 world_generator->delete_world( world_name, true );
424
427 }
428 return true;
429}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:625
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:110
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:445
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:436
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6287 of file game.cpp.

6288{
6289 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6290}
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8042
static zone_manager & get_manager()
Definition: clzones.cpp:125
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:700

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 9107 of file game.cpp.

9108{
9109 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
9110 // Already warned player since safe_mode_warning_logged is set.
9111 return false;
9112 }
9113
9114 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
9115 if( !msg_ignore.empty() ) {
9116 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
9117 // Operate on a wide-char basis to prevent corrupted multi-byte string
9118 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
9119 msg_ignore = wstr_to_utf8( msg_ignore_wide );
9120 }
9121
9123 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
9124 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
9126 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
9127 } else {
9129 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
9130 }
9132 return false;
9133 }
9134 if( safe_mode != SAFE_MODE_STOP ) {
9135 return true;
9136 }
9137 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
9138 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
9139 return true;
9140 }
9141 // Monsters around and we don't want to run
9142 std::string spotted_creature_name;
9143 const monster_visible_info &mon_visible = u.get_mon_visible();
9144 const auto &new_seen_mon = mon_visible.new_seen_mon;
9145
9146 if( new_seen_mon.empty() ) {
9147 // naming consistent with code in game::mon_info
9148 spotted_creature_name = _( "a survivor" );
9150 } else {
9151 spotted_creature_name = new_seen_mon.back()->name();
9152 get_safemode().lastmon_whitelist = spotted_creature_name;
9153 }
9154
9155 std::string whitelist;
9156 if( !get_safemode().empty() ) {
9157 whitelist = string_format( _( " or %s to whitelist the monster" ),
9159 }
9160
9161 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
9163 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
9164 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
9166 return false;
9167}
std::string press_x(action_id act)
Definition: action.cpp:451
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1173
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:210
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:281
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:286
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:40

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6282 of file game.cpp.

6283{
6284 return zone_manager::get_manager().has( type, m.getabs( where ) );
6285}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:692

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1028 of file game.cpp.

1029{
1030 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1031 // Put (non-hallucinations) into the overmap so they are not lost.
1032 for( monster &critter : all_monsters() ) {
1033 despawn_monster( critter );
1034 }
1035 // Reset NPC factions and disposition
1037 // Save the factions', missions and set the NPC's overmap coordinates
1038 // Npcs are saved in the overmap.
1039 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1040 // save artifacts.
1042
1043 // and the overmap, and the local map.
1044 save_maps(); //Omap also contains the npcs who need to be saved.
1045 }
1046
1047 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1048 std::vector<std::string> vRip;
1049
1050 int iMaxWidth = 0;
1051 int iNameLine = 0;
1052 int iInfoLine = 0;
1053
1056 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1057 vRip.emplace_back( " _______ ___" );
1058 vRip.emplace_back( " < `/ |" );
1059 vRip.emplace_back( " > _ _ (" );
1060 vRip.emplace_back( " | |_) | |_) |" );
1061 vRip.emplace_back( " | | \\ | | |" );
1062 vRip.emplace_back( " ______.__%_| |_________ __" );
1063 vRip.emplace_back( " _/ \\| |" );
1064 iNameLine = vRip.size();
1065 vRip.emplace_back( "| <" );
1066 vRip.emplace_back( "| |" );
1067 iMaxWidth = utf8_width( vRip.back() );
1068 vRip.emplace_back( "| |" );
1069 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1070 vRip.emplace_back( " | |" );
1071 iInfoLine = vRip.size();
1072 vRip.emplace_back( " | |" );
1073 vRip.emplace_back( " | <" );
1074 vRip.emplace_back( " | |" );
1075 vRip.emplace_back( " | _ |" );
1076 vRip.emplace_back( " |__/ |" );
1077 vRip.emplace_back( " % / `--. |%" );
1078 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1079 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1080 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1081 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1082
1083 } else {
1084 vRip.emplace_back( " _______ ___" );
1085 vRip.emplace_back( " | \\/ |" );
1086 vRip.emplace_back( " | |" );
1087 vRip.emplace_back( " | |" );
1088 iInfoLine = vRip.size();
1089 vRip.emplace_back( " | |" );
1090 vRip.emplace_back( " | |" );
1091 vRip.emplace_back( " | |" );
1092 vRip.emplace_back( " | |" );
1093 vRip.emplace_back( " | <" );
1094 vRip.emplace_back( " | _ |" );
1095 vRip.emplace_back( " |__/ |" );
1096 vRip.emplace_back( " ______.__%_| |__________ _" );
1097 vRip.emplace_back( " _/ \\| \\" );
1098 iNameLine = vRip.size();
1099 vRip.emplace_back( "| <" );
1100 vRip.emplace_back( "| |" );
1101 iMaxWidth = utf8_width( vRip.back() );
1102 vRip.emplace_back( "| |" );
1103 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1104 vRip.emplace_back( " % / `_-. _ |%" );
1105 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1106 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1107 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1108 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1109 }
1110 } else {
1111 vRip.emplace_back( R"( _________ ____ )" );
1112 vRip.emplace_back( R"( _/ `/ \_ )" );
1113 vRip.emplace_back( R"( _/ _ _ \_. )" );
1114 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1115 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1116 vRip.emplace_back( R"( _/ \_ )" );
1117 vRip.emplace_back( R"(| |)" );
1118 iNameLine = vRip.size();
1119 vRip.emplace_back( R"( ) < )" );
1120 vRip.emplace_back( R"(| |)" );
1121 vRip.emplace_back( R"(| |)" );
1122 vRip.emplace_back( R"(| _ |)" );
1123 vRip.emplace_back( R"(|__/ |)" );
1124 iMaxWidth = utf8_width( vRip.back() );
1125 vRip.emplace_back( R"( / `--. |)" );
1126 vRip.emplace_back( R"(| ( )" );
1127 iInfoLine = vRip.size();
1128 vRip.emplace_back( R"(| |)" );
1129 vRip.emplace_back( R"(| |)" );
1130 vRip.emplace_back( R"(| % . |)" );
1131 vRip.emplace_back( R"(| @` %% |)" );
1132 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1133 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1134 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1135 }
1136
1137 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1138 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1139
1141 point( iOffsetX, iOffsetY ) );
1142 draw_border( w_rip );
1143
1144 sfx::do_player_death_hurt( g->u, true );
1149
1150 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1151 size_t iX = 0;
1152 const char *str = vRip[iY].data();
1153 for( int slen = vRip[iY].size(); slen > 0; ) {
1154 const uint32_t cTemp = UTF8_getch( &str, &slen );
1155 if( cTemp != U' ' ) {
1156 nc_color ncColor = c_light_gray;
1157
1158 if( cTemp == U'%' ) {
1159 ncColor = c_green;
1160
1161 } else if( cTemp == U'_' || cTemp == U'|' ) {
1162 ncColor = c_white;
1163
1164 } else if( cTemp == U'@' ) {
1165 ncColor = c_brown;
1166
1167 } else if( cTemp == U'*' ) {
1168 ncColor = c_red;
1169 }
1170
1171 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1172 cTemp );
1173 }
1174 iX += mk_wcwidth( cTemp );
1175 }
1176 }
1177
1178 std::string sTemp;
1179
1180 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1181
1183 const int minutes = to_minutes<int>( survived ) % 60;
1184 const int hours = to_hours<int>( survived ) % 24;
1185 const int days = to_days<int>( survived );
1186
1187 if( days > 0 ) {
1188 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1189 } else if( hours > 0 ) {
1190 sTemp = string_format( "%dh %dm", hours, minutes );
1191 } else {
1192 sTemp = string_format( "%dm", minutes );
1193 }
1194
1195 center_print( w_rip, iInfoLine++, c_white, sTemp );
1196
1197 const int iTotalKills = get_kill_tracker().monster_kill_count();
1198
1199 sTemp = _( "Kills:" );
1200 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1201 ( sTemp + " " ) );
1202 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1203
1204 sTemp = _( "In memory of:" );
1205 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1207 sTemp );
1208
1209 sTemp = u.name;
1210 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1211 sTemp );
1212
1213 sTemp = _( "Last Words:" );
1214 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1216 sTemp );
1217
1218 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1219 std::string sLastWords = string_input_popup()
1220 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1221 .max_length( iMaxWidth - 4 - 1 )
1222 .query_string();
1223 death_screen();
1224 const bool is_suicide = uquit == QUIT_SUICIDE;
1225 events().send<event_type::game_over>( is_suicide, sLastWords );
1226 // Struck the save_player_data here to forestall Weirdness
1227 std::string char_filename = generate_memorial_filename( u.name );
1228 move_save_to_graveyard( char_filename );
1229 write_memorial_file( char_filename, sLastWords );
1230 memorial().clear();
1231 std::vector<std::string> characters = list_active_characters();
1232 // remove current player from the active characters list, as they are dead
1233 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1234 characters.end(), u.name );
1235 if( curchar != characters.end() ) {
1236 characters.erase( curchar );
1237 }
1238
1239 if( characters.empty() ) {
1240 bool queryDelete = false;
1241 bool queryReset = false;
1242
1243 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1244 bool decided = false;
1245 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1246 "will not all reset when starting a new character in an "
1247 "already-played world. This can lead to some strange "
1248 "behavior.\n\n"
1249 "Are you sure you wish to keep this world?"
1250 );
1251
1252 while( !decided ) {
1253 uilist smenu;
1254 smenu.allow_cancel = false;
1255 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1256 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1257 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1258 smenu.query();
1259
1260 switch( smenu.ret ) {
1261 case 0:
1262 queryReset = true;
1263 decided = true;
1264 break;
1265 case 1:
1266 queryDelete = true;
1267 decided = true;
1268 break;
1269 case 2:
1270 decided = query_yn( buffer );
1271 break;
1272 }
1273 }
1274 }
1275
1276 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1277 world_generator->delete_world( world_generator->active_world->world_name, true );
1278
1279 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1280 world_generator->delete_world( world_generator->active_world->world_name, false );
1281 }
1282 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1283 std::string tmpmessage;
1284 for( auto &character : characters ) {
1285 tmpmessage += "\n ";
1286 tmpmessage += character;
1287 }
1288 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1289 }
1290 if( gamemode ) {
1291 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1292 }
1293 }
1294
1295 //Reset any offset due to driving
1297
1298 //clear all sound channels
1304
1305 MAPBUFFER.reset();
1307
1308#if defined(__ANDROID__)
1309 quick_shortcuts_map.clear();
1310#endif
1311 return true;
1312}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1568
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2774
bool save_maps()
Definition: game.cpp:3038
std::unique_ptr< special_game > gamemode
Definition: game.h:1103
void death_screen()
Definition: game.cpp:2724
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12501
bool save_factions_missions_npcs()
Definition: game.cpp:3024
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11527
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:966
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:3137
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:3122
bool save_artifacts()
Definition: game.cpp:3032
memorial_logger & memorial()
Definition: game.cpp:3087
void reset_npc_dispositions()
Definition: game.cpp:2996
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1001
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: omdata.h:62
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1624
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1609
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1608
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4363 of file game.cpp.

4364{
4365 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4366 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4367 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4368
4369 bool npc_is_dead = false;
4370 // can't use all_npcs as that does not include dead ones
4371 for( const auto &n : active_npc ) {
4372 if( n->is_dead() ) {
4373 n->die( nullptr ); // make sure this has been called to create corpses etc.
4374 npc_is_dead = true;
4375 }
4376 }
4377
4378 if( monster_is_dead ) {
4379 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4380 critter_tracker->remove_dead();
4381 }
4382
4383 if( npc_is_dead ) {
4384 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4385 if( ( *it )->is_dead() ) {
4386 remove_npc_follower( ( *it )->getID() );
4387 overmap_buffer.remove_npc( ( *it )->getID() );
4388 it = active_npc.erase( it );
4389 } else {
4390 it++;
4391 }
4392 }
4393 }
4394
4395 critter_died = false;
4396}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1963
pimpl< Creature_tracker > critter_tracker
Definition: game.h:1021
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1085
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1097
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 5029 of file game.cpp.

5030{
5031 critter_tracker->clear();
5032}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5443 of file game.cpp.

5444{
5445 static const itype_id fuel_type_animal( "animal" );
5446 int veh_part = -1;
5447 vehicle *veh = remoteveh();
5448 if( veh == nullptr ) {
5449 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5450 veh = &vp->vehicle();
5451 veh_part = vp->part_index();
5452 }
5453 }
5454 if( veh != nullptr && veh->player_in_control( u ) &&
5455 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5456 veh->use_controls( u.pos() );
5457 } else if( veh && veh->player_in_control( u ) &&
5458 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5459 u.controlling_vehicle = false;
5460 add_msg( m_info, _( "You let go of the reins." ) );
5461 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5462 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5463 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5464 u.in_vehicle ) {
5465 if( u.has_trait( trait_WAYFARER ) ) {
5466 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5467 return;
5468 }
5469 if( !veh->interact_vehicle_locked() ) {
5470 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5471 return;
5472 }
5473 if( veh->engine_on ) {
5474 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5475 return;
5476 }
5477 u.controlling_vehicle = true;
5478 add_msg( _( "You take control of the %s." ), veh->name );
5479 } else {
5480 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5481 return;
5482 }
5483 veh->start_engines( true );
5484 }
5485 } else { // Start looking for nearby vehicle controls.
5486 int num_valid_controls = 0;
5487 cata::optional<tripoint> vehicle_position;
5488 cata::optional<vpart_reference> vehicle_controls;
5489 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5490 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5491 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5492 if( controls ) {
5493 num_valid_controls++;
5494 vehicle_position = elem;
5495 vehicle_controls = controls;
5496 }
5497 }
5498 }
5499 if( num_valid_controls < 1 ) {
5500 add_msg( _( "No vehicle controls found." ) );
5501 return;
5502 } else if( num_valid_controls > 1 ) {
5503 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5504 if( !vehicle_position ) {
5505 return;
5506 }
5507 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5508 if( vp ) {
5509 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5510 if( !vehicle_controls ) {
5511 add_msg( _( "The vehicle doesn't have controls there." ) );
5512 return;
5513 }
5514 } else {
5515 add_msg( _( "No vehicle there." ) );
5516 return;
5517 }
5518 }
5519 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5520 if( vehicle_controls ) {
5521 veh = &vehicle_controls->vehicle();
5522 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5523 return;
5524 }
5525 veh->use_controls( *vehicle_position );
5526 //May be folded up (destroyed), so need to re-get it
5527 veh = g->remoteveh();
5528 }
5529 }
5530 if( veh ) {
5531 // If we reached here, we gained control of a vehicle.
5532 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5533 for( const tripoint &target : veh->get_points() ) {
5534 u.clear_memorized_tile( m.getabs( target ) );
5535 }
5536 veh->is_following = false;
5537 veh->is_patrolling = false;
5538 veh->autopilot_on = false;
5539 veh->is_autodriving = false;
5540 }
5541}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1009
bool in_vehicle
Definition: character.h:1575
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:163
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2560
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8390
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:988
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:99
bool engine_on
Definition: vehicle.h:1930
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6568
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4197
std::string name
Definition: vehicle.h:1792
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2543
bool autopilot_on
Definition: vehicle.h:1938
bool is_autodriving
Definition: vehicle.h:1923
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2459
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3274 of file game.cpp.

3275{
3277 if( !ui ) {
3278 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3279 ui->on_redraw( []( const ui_adaptor & ) {
3280 g->draw();
3281 } );
3282 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3283 // remove some space for the sidebar, this is the maximal space
3284 // (using standard font) that the terrain window can have
3285 const int sidebar_left = panel_manager::get_manager().get_width_left();
3286 const int sidebar_right = panel_manager::get_manager().get_width_right();
3287
3289 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3292
3293 /**
3294 * In tiles mode w_terrain can have a different font (with a different
3295 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3296 * might have a different dimension then the normal font used everywhere else.
3297 *
3298 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3299 * be displayed in w_terrain (using it's specific tile dimension), not
3300 * including partially drawn squares at the right/bottom. You should
3301 * use it whenever you want to draw specific squares in that window or to
3302 * determine whether a specific square is draw on screen (or outside the screen
3303 * and needs scrolling).
3304 *
3305 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3306 * w_terrain in the standard font dimension (the font that everything else uses).
3307 * You usually don't have to use it, expect for positioning of windows,
3308 * because the window positions use the standard font dimension.
3309 *
3310 * The code here calculates size available for w_terrain, caps it at
3311 * max_view_size (the maximal view range than any character can have at
3312 * any time).
3313 * It is stored in TERRAIN_WINDOW_*.
3314 */
3316
3317 // Position of the player in the terrain window, it is always in the center
3320
3322 point( sidebar_left, 0 ) );
3323
3324 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3326
3327 // need to init in order to avoid crash. gets updated by the panel code.
3329
3330 ui.position_from_window( catacurses::stdscr );
3331 } );
3332 ui->mark_resize();
3333 }
3334 return ui;
3335}
catacurses::window w_pixel_minimap
Definition: game.h:1039
catacurses::window w_minimap_ptr
Definition: game.h:1076
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1122
catacurses::window w_minimap
Definition: game.h:1038
catacurses::window w_terrain_ptr
Definition: game.h:1075
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2289
int get_width_left()
Definition: panels.cpp:2297
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 971 of file game.cpp.

972{
973 if( !get_option<bool>( "STATIC_NPC" ) ||
974 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
975 return; //Do not generate a starting npc.
976 }
977
978 //We don't want more than one starting npc per starting location
979 const int radius = 1;
980 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
981 return; //There is already an NPC in this starting location
982 }
983
984 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
985 tmp->normalize();
986 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
987 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
989 tmp->form_opinion( u );
990 tmp->set_attitude( NPCATT_NULL );
991 //This sets the NPC mission. This NPC remains in the starting location.
992 tmp->mission = NPC_MISSION_SHELTER;
993 tmp->chatbin.first_topic = "TALK_SHELTER";
994 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
995 tmp->set_fac( faction_id( "no_faction" ) );
996 //One random starting NPC mission
997 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
998 tmp->getID() ) );
999}
int get_levy() const
Definition: game.cpp:12391
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:12386
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:46
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4834 of file game.cpp.

4835{
4836 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4837 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4838 return nullptr;
4839 }
4840 // if we wanted to check for an NPC / player / avatar,
4841 // there is sometimes a monster AND an NPC/player there at the same time.
4842 // because the NPC/player etc may be riding that monster.
4843 // so only return the monster if we were actually looking for a monster.
4844 // otherwise, keep looking for the rider.
4845 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4846 // which is ok for the occasions where that happens.
4847 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4848 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4849 std::is_same<T, const Creature>::value ) ) {
4850 return dynamic_cast<T *>( mon_ptr.get() );
4851 }
4852 }
4853 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4854 if( p == u.pos() ) {
4855 return dynamic_cast<T *>( &u );
4856 }
4857 }
4858 for( auto &cur_npc : active_npc ) {
4859 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4860 return dynamic_cast<T *>( cur_npc.get() );
4861 }
4862 }
4863 return nullptr;
4864}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4867 of file game.cpp.

4868{
4869 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4870}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4913 of file game.cpp.

4914{
4915 if( id == u.getID() ) {
4916 // player is always alive, therefore no is-dead check
4917 return dynamic_cast<T *>( &u );
4918 }
4919 return find_npc( id );
4920}
character_id getID() const
Definition: character.cpp:470
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1952

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2724 of file game.cpp.

2725{
2726 gamemode->game_over();
2730 follower_ids.clear();
2732}
stats_tracker & stats()
Definition: game.cpp:3082
void disp_NPC_epilogues()
Definition: game.cpp:3161
void display_faction_epilogues()
Definition: game.cpp:3178
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, get_kill_tracker(), show_scores_ui(), and stats().

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11527 of file game.cpp.

11528{
11529 if( !critter.is_hallucination() ) {
11530 // hallucinations aren't stored, they come and go as they like,
11532 }
11533
11534 critter.on_unload();
11535 remove_zombie( critter );
11536 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11537 critter.set_hp( 0 );
11538}
void remove_zombie(const monster &critter)
Definition: game.cpp:5024
bool is_hallucination() const override
Definition: monster.cpp:2648
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:2980
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1631
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 9175 of file game.cpp.

9176{
9177 monster *const mon_ptr = critter_at<monster>( p );
9178 if( !mon_ptr ) {
9179 return false;
9180 }
9181 monster &critter = *mon_ptr;
9182 if( critter.friendly == 0 || critter.has_flag( MF_RIDEABLE_MECH ) ||
9183 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
9184 // Can only disable / reprogram friendly monsters
9185 return false;
9186 }
9187 const auto mid = critter.type->id;
9188 const auto mon_item_id = critter.type->revert_to_itype;
9189 if( !mon_item_id.is_empty() &&
9190 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
9191
9192 u.moves -= 100;
9193 m.add_item_or_charges( p, critter.to_item() );
9194 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
9195 for( auto &ammodef : critter.ammo ) {
9196 if( ammodef.second > 0 ) {
9197 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
9198 }
9199 }
9200 }
9201 remove_zombie( critter );
9202 return true;
9203 }
9204 // Manhacks are special, they have their own menu here.
9205 if( mid == mon_manhack ) {
9206 int choice = UILIST_CANCEL;
9207 if( critter.has_effect( effect_docile ) ) {
9208 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
9209 } else {
9210 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
9211 }
9212 switch( choice ) {
9213 case 0:
9214 if( critter.has_effect( effect_docile ) ) {
9215 critter.remove_effect( effect_docile );
9216 if( one_in( 3 ) ) {
9217 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
9218 critter.name() );
9219 }
9220 } else {
9221 critter.add_effect( effect_docile, 1_turns, num_bp );
9222 if( one_in( 3 ) ) {
9223 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
9224 critter.name() );
9225 }
9226 }
9227 u.moves -= 100;
9228 return true;
9229 default:
9230 break;
9231 }
9232 }
9233 return false;
9234}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1130
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4181
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2788
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1807
int friendly
Definition: monster.h:471
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
std::map< itype_id, int > ammo
Definition: monster.h:512
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:361
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 3161 of file game.cpp.

3162{
3163 // TODO: This search needs to be expanded to all NPCs
3164 for( auto elem : follower_ids ) {
3166 if( !guy ) {
3167 continue;
3168 }
3169 const auto new_win = []() {
3171 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
3172 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
3173 };
3174 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
3175 }
3176}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 3212 of file game.cpp.

3213{
3214 const tripoint_abs_omt ppos = u.global_omt_location();
3215 const tripoint &lpos = u.pos();
3216 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
3217 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
3218
3220 ui_adaptor ui;
3221 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
3224 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
3225 ui.position_from_window( w );
3226 } );
3227 ui.mark_resize();
3228 ui.on_redraw( [&]( const ui_adaptor & ) {
3229 werase( w );
3230 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3231 // NOLINTNEXTLINE(cata-use-named-point-constants)
3232 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3233 size_t i;
3234 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3235 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3236 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3237 apos.to_string() );
3238 }
3239 for( const monster &m : all_monsters() ) {
3240 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3241 m.posx(), m.posy(), m.posz() );
3242 ++i;
3243 }
3244 wnoutrefresh( w );
3245 } );
3246
3247 input_context ctxt( "DISP_NPCS" );
3248 ctxt.register_action( "CONFIRM" );
3249 ctxt.register_action( "QUIT" );
3250 ctxt.register_action( "HELP_KEYBINDINGS" );
3251 bool stop = false;
3252 while( !stop ) {
3254 const std::string action = ctxt.handle_input();
3255 if( action == "CONFIRM" || action == "QUIT" ) {
3256 stop = true;
3257 }
3258 }
3259}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6318
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1336
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 3178 of file game.cpp.

3179{
3180 for( const auto &elem : faction_manager_ptr->all() ) {
3181 if( elem.second.known_by_u ) {
3182 const std::vector<std::string> epilogue = elem.second.epilogue();
3183 if( !epilogue.empty() ) {
3184 const auto new_win = []() {
3186 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
3187 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
3188 };
3189 scrollable_text( new_win, elem.second.name,
3190 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
3191 []( const std::string & lhs, const std::string & rhs ) -> std::string {
3192 return lhs + "\n" + rhs;
3193 } ) );
3194 }
3195 }
3196 }
3197}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:1022

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11739 of file game.cpp.

11740{
11741 if( use_tiles ) {
11743 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11744 return;
11745 }
11746 uilist lighting_menu;
11747 std::vector<std::string> lighting_menu_strings{
11748 "Global lighting conditions"
11749 };
11750
11751 int count = 0;
11752 for( const auto &menu_str : lighting_menu_strings ) {
11753 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11754 }
11755
11756 lighting_menu.w_y_setup = 0;
11757 lighting_menu.query();
11758 if( ( lighting_menu.ret >= 0 ) &&
11759 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11760 g->displaying_lighting_condition = lighting_menu.ret;
11761 }
11762 }
11763}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11635
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11630 of file game.cpp.

11631{
11633}
cata::optional< action_id > displaying_overlays
Definition: game.h:967

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11765 of file game.cpp.

11766{
11767 if( use_tiles ) {
11769 }
11770}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11644 of file game.cpp.

11645{
11646 if( use_tiles ) {
11648 } else {
11649 int div;
11650 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11651 if( !got_value || div < 1 ) {
11652 add_msg( _( "Never mind." ) );
11653 return;
11654 }
11655 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11656 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11657 } );
11658 g->add_draw_callback( scent_cb );
11659
11662 }
11663}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:681
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11665 of file game.cpp.

11666{
11667 if( use_tiles ) {
11669 }
11670}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11635 of file game.cpp.

11636{
11637 if( display_overlay_state( action ) ) {
11638 displaying_overlays.reset();
11639 } else {
11641 }
11642}
bool display_overlay_state(action_id)
Definition: game.cpp:11630

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11772 of file game.cpp.

11773{
11774 if( use_tiles ) {
11776 }
11777}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11672 of file game.cpp.

11673{
11674 if( use_tiles ) {
11676 }
11677}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11679 of file game.cpp.

11680{
11681 if( use_tiles ) {
11684 std::vector< tripoint > locations;
11685 uilist creature_menu;
11686 int num_creatures = 0;
11687 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11688 locations.emplace_back( g->u.pos() ); // add player first.
11689 for( const Creature &critter : g->all_creatures() ) {
11690 if( critter.is_player() ) {
11691 continue;
11692 }
11693 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11694 locations.emplace_back( critter.pos() );
11695 }
11696
11697 pointmenu_cb callback( locations );
11698 creature_menu.callback = &callback;
11699 creature_menu.w_y_setup = 0;
11700 creature_menu.query();
11701 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11702 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11704 }
11705 } else {
11707 }
11708 }
11709}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:5014
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1058
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1434 of file game.cpp.

1435{
1436 if( is_game_over() ) {
1437 return cleanup_at_end();
1438 }
1439 // Actual stuff
1440 if( new_game ) {
1441 new_game = false;
1442 } else {
1443 gamemode->per_turn();
1444 calendar::turn += 1_turns;
1445 }
1446
1447 // starting a new turn, clear out temperature cache
1449 weather.clear_temp_cache();
1450
1451 if( npcs_dirty ) {
1452 load_npcs();
1453 }
1454
1457 // If controlling a vehicle that is owned by someone else
1459 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1460 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1461 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1462 }
1463 }
1464 // If riding a horse - chance to spook
1465 if( u.is_mounted() ) {
1467 }
1468 if( calendar::once_every( 1_days ) ) {
1470 }
1471
1472 // Move hordes every 2.5 min
1475 // Hordes that reached the reality bubble need to spawn,
1476 // make them spawn in invisible areas only.
1477 m.spawn_monsters( false );
1478 }
1479
1481
1482 u.update_body();
1483
1484 // Auto-save if autosave is enabled
1485 if( get_option<bool>( "AUTOSAVE" ) &&
1486 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1487 !u.is_dead_state() ) {
1488 autosave();
1489 }
1490
1491 weather.update_weather();
1493
1497 // Process NPC sound events before they move or they hear themselves talking
1498 for( npc &guy : all_npcs() ) {
1499 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1501 }
1502 }
1503
1504 // Process sound events into sound markers for display to the player.
1506
1507 if( u.is_deaf() ) {
1509 }
1510
1511 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1512 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1513 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1514 cleanup_dead();
1516 // Process any new sounds the player caused during their turn.
1517 for( npc &guy : all_npcs() ) {
1518 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1520 }
1521 }
1524 wait_popup.reset();
1526 }
1527
1528 if( queue_screenshot ) {
1532 queue_screenshot = false;
1533 }
1534
1535 if( handle_action() ) {
1537 u.action_taken();
1538 }
1539
1540 if( is_game_over() ) {
1541 return cleanup_at_end();
1542 }
1543
1544 if( uquit == QUIT_WATCH ) {
1545 break;
1546 }
1547 if( u.activity ) {
1549 }
1550 }
1551 // Reset displayed sound markers now that the turn is over.
1552 // We only want this to happen if the player had a chance to examine the sounds.
1554 }
1555 }
1556
1557 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1558 // Still have a view offset, but might not be driving anymore,
1559 // or the option has been deactivated,
1560 // might also happen when someone dives from a moving car.
1561 // or when using the handbrake.
1562 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1563 calc_driving_offset( veh );
1564 }
1565
1566 // No-scent debug mutation has to be processed here or else it takes time to start working
1567 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1568 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1571 }
1572 scent.update( u.pos(), m );
1573
1574 // We need floor cache before checking falling 'n stuff
1576
1579 m.vehmove();
1580 m.process_fields();
1581 m.process_items();
1584
1585 // Apply sounds from previous turn to monster and NPC AI.
1587 // Update vision caches for monsters. If this turns out to be expensive,
1588 // consider a stripped down cache just for monsters.
1589 m.build_map_cache( get_levz(), true );
1590 monmove();
1591 if( calendar::once_every( 5_minutes ) ) {
1593 }
1594 if( calendar::once_every( 10_seconds ) ) {
1595 for( const tripoint &elem : m.get_furn_field_locations() ) {
1596 const auto &furn = m.furn( elem ).obj();
1597 for( const emit_id &e : furn.emissions ) {
1598 g->m.emit_field( elem, e );
1599 }
1600 }
1601 }
1604 u.process_turn();
1605
1607 cleanup_dead();
1608
1609 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1612 }
1613
1614 if( get_levz() >= 0 && !u.is_underwater() ) {
1615 handle_weather_effects( weather.weather_id );
1616 }
1617
1618 const bool player_is_sleeping = u.has_effect( effect_sleep );
1619 bool wait_redraw = false;
1620 std::string wait_message;
1621 time_duration wait_refresh_rate;
1622 if( player_is_sleeping ) {
1623 wait_redraw = true;
1624 wait_message = _( "Wait till you wake up…" );
1625 wait_refresh_rate = 30_minutes;
1626 if( calendar::once_every( 1_hours ) ) {
1628 }
1629 } else if( u.has_destination() ) {
1630 wait_redraw = true;
1631 wait_message = _( "Travelling…" );
1632 wait_refresh_rate = 15_turns;
1633 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1634 wait_redraw = true;
1635 wait_message = *progress;
1636 if( u.activity.id() == ACT_AUTODRIVE ) {
1637 wait_refresh_rate = 1_turns;
1638 } else {
1639 wait_refresh_rate = 5_minutes;
1640 }
1641 }
1642 if( wait_redraw ) {
1644 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1645 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1647 }
1648
1649 // Avoid redrawing the main UI every time due to invalidation
1651 wait_popup = std::make_unique<static_popup>();
1652 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1656 }
1657 } else {
1658 // Nothing to wait for now
1659 wait_popup.reset();
1661 }
1662
1664 u.update_body_wetness( get_weather().get_precise() );
1665 u.apply_wetness_morale( weather.temperature );
1666
1667 if( calendar::once_every( 1_minutes ) ) {
1668 u.update_morale();
1669 }
1670
1671 if( calendar::once_every( 9_turns ) ) {
1673 }
1674
1675 if( !u.is_deaf() ) {
1677 }
1682
1683 // reset player noise
1684 u.volume = 0;
1685
1686 return false;
1687}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:8976
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:868
bool check_mount_is_spooked()
Definition: character.cpp:1092
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5166
bool is_mounted() const
Definition: character.cpp:1133
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8737
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9103
bool is_deaf() const
Definition: character.cpp:4470
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4648
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1876
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1805
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:12396
void overmap_npc_move()
Definition: game.cpp:4523
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12506
void monmove()
Definition: game.cpp:4398
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1751
void add_artifact_dreams()
Definition: game.cpp:12340
int moves_since_last_save
Definition: game.h:1088
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7405
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1332
bool cleanup_at_end()
Definition: game.cpp:1028
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1124
bool queue_screenshot
Definition: game.h:1067
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11830
void process_activity()
Definition: game.cpp:1740
void update_stair_monsters()
Definition: game.cpp:11318
void process_voluntary_act_interrupt()
Definition: game.cpp:1701
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:896
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1095
void cleanup_dead()
Definition: game.cpp:4363
bool is_game_over()
Definition: game.cpp:2677
void perhaps_add_random_npc()
Definition: game.cpp:11565
void mon_info_update()
Definition: game.cpp:4168
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:7874
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2285
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7572
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7531
void vehmove()
Definition: map.cpp:398
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1559
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1359
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8002
void process_items()
Definition: map.cpp:4592
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:924
int volume
Definition: player.h:684
int scent
Definition: player.h:694
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1711
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:319
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:151
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1155
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1605
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1600
void do_danger_music()
Definition: sounds.cpp:1604
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1606
void do_fatigue()
Definition: sounds.cpp:1625
void remove_hearing_loss()
Definition: sounds.cpp:1601
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), g, gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3449 of file game.cpp.

3450{
3451 if( test_mode ) {
3452 return;
3453 }
3454
3455 //temporary fix for updating visibility for minimap
3456 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3459
3460 werase( w_terrain );
3461 draw_ter();
3462 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3463 shared_ptr_fast<draw_callback_t> cb = it->lock();
3464 if( cb ) {
3465 ( *cb )();
3466 ++it;
3467 } else {
3468 it = draw_callbacks.erase( it );
3469 }
3470 }
3472
3473 draw_panels( true );
3474}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1034
void draw_panels(bool force_draw=false)
Definition: game.cpp:3476
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3590
void update_visibility_cache(int zlev)
Definition: map.cpp:5588
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 955 of file animation.cpp.

956{
957}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 510 of file animation.cpp.

512{
513 draw_bullet_curses( m, t, bullet, &trajectory[i] );
514}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:451
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3572 of file game.cpp.

3573{
3574 draw_critter_internal( w_terrain, critter, center, false, m, u );
3575}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3539

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3577 of file game.cpp.

3578{
3579 draw_critter_internal( w_terrain, critter, center, true, m, u );
3580}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 716 of file animation.cpp.

717{
718 const tripoint rp = relative_view_pos( *this, p );
719 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
720}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:119
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 911 of file animation.cpp.

912{
913}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 872 of file animation.cpp.

873{
874}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 885 of file animation.cpp.

886{
887}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 729 of file animation.cpp.

730{
731 // Do nothing
732}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 573 of file animation.cpp.

574{
575 draw_hit_mon_curses( p, m, u, dead );
576}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:544

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 618 of file animation.cpp.

619{
620 draw_hit_player_curses( *this, p, dam );
621}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:581

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 925 of file animation.cpp.

927{
928}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 702 of file animation.cpp.

703{
704 draw_line_curses( *this, points );
705}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:682

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 669 of file animation.cpp.

671{
672 if( !u.sees( p ) ) {
673 return;
674 }
675
676 draw_line_curses( *this, center, points, noreveal );
677}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5950 of file game.cpp.

5951{
5952 if( !liveview.is_enabled() ) {
5953#if defined( TILES )
5954 if( is_draw_tiles_mode() ) {
5955 draw_cursor( lp );
5956 return;
5957 }
5958#endif
5959 const tripoint view_center = u.pos() + u.view_offset;
5960 visibility_type visibility = VIS_HIDDEN;
5961 const bool inbounds = m.inbounds( lp );
5962 if( inbounds ) {
5963 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5964 }
5965 if( visibility == VIS_CLEAR ) {
5966 const Creature *const creature = critter_at( lp, true );
5967 if( creature != nullptr && u.sees( *creature ) ) {
5968 creature->draw( w_terrain, view_center, true );
5969 } else {
5970 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5971 }
5972 } else {
5973 std::string visibility_indicator;
5974 nc_color visibility_indicator_color = c_white;
5975 switch( visibility ) {
5976 case VIS_CLEAR:
5977 // Already handled by the outer if statement
5978 break;
5979 case VIS_BOOMER:
5980 case VIS_BOOMER_DARK:
5981 visibility_indicator = '#';
5982 visibility_indicator_color = c_pink;
5983 break;
5984 case VIS_DARK:
5985 visibility_indicator = '#';
5986 visibility_indicator_color = c_dark_gray;
5987 break;
5988 case VIS_LIT:
5989 visibility_indicator = '#';
5990 visibility_indicator_color = c_light_gray;
5991 break;
5992 case VIS_HIDDEN:
5993 visibility_indicator = 'x';
5994 visibility_indicator_color = c_white;
5995 break;
5996 }
5997
5998 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5999 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
6000 }
6001 }
6002}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:716
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4834
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7582
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5634
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:698
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5812
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:176

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3650 of file game.cpp.

3651{
3652
3653 // Draw the box
3654 werase( w_minimap );
3656
3657 const tripoint_abs_omt curs = u.global_omt_location();
3658 const point_abs_omt curs2( curs.xy() );
3660 bool drew_mission = targ == overmap::invalid_tripoint;
3661
3662 for( int i = -2; i <= 2; i++ ) {
3663 for( int j = -2; j <= 2; j++ ) {
3664 const point_abs_omt om( curs2 + point( i, j ) );
3665 nc_color ter_color;
3666 tripoint_abs_omt omp( om, get_levz() );
3667 std::string ter_sym;
3668 const bool seen = overmap_buffer.seen( omp );
3669 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3670 if( overmap_buffer.has_note( omp ) ) {
3671
3672 const std::string &note_text = overmap_buffer.note( omp );
3673
3674 ter_color = c_yellow;
3675 ter_sym = "N";
3676
3677 int symbolIndex = note_text.find( ':' );
3678 int colorIndex = note_text.find( ';' );
3679
3680 bool symbolFirst = symbolIndex < colorIndex;
3681
3682 if( colorIndex > -1 && symbolIndex > -1 ) {
3683 if( symbolFirst ) {
3684 if( colorIndex > 4 ) {
3685 colorIndex = -1;
3686 }
3687 if( symbolIndex > 1 ) {
3688 symbolIndex = -1;
3689 colorIndex = -1;
3690 }
3691 } else {
3692 if( symbolIndex > 4 ) {
3693 symbolIndex = -1;
3694 }
3695 if( colorIndex > 2 ) {
3696 colorIndex = -1;
3697 }
3698 }
3699 } else if( colorIndex > 2 ) {
3700 colorIndex = -1;
3701 } else if( symbolIndex > 1 ) {
3702 symbolIndex = -1;
3703 }
3704
3705 if( symbolIndex > -1 ) {
3706 int symbolStart = 0;
3707 if( colorIndex > -1 && !symbolFirst ) {
3708 symbolStart = colorIndex + 1;
3709 }
3710 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3711 }
3712
3713 if( colorIndex > -1 ) {
3714
3715 int colorStart = 0;
3716
3717 if( symbolIndex > -1 && symbolFirst ) {
3718 colorStart = symbolIndex + 1;
3719 }
3720
3721 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3722
3723 if( sym.length() == 2 ) {
3724 if( sym == "br" ) {
3725 ter_color = c_brown;
3726 } else if( sym == "lg" ) {
3727 ter_color = c_light_gray;
3728 } else if( sym == "dg" ) {
3729 ter_color = c_dark_gray;
3730 }
3731 } else {
3732 char colorID = sym.c_str()[0];
3733 if( colorID == 'r' ) {
3734 ter_color = c_light_red;
3735 } else if( colorID == 'R' ) {
3736 ter_color = c_red;
3737 } else if( colorID == 'g' ) {
3738 ter_color = c_light_green;
3739 } else if( colorID == 'G' ) {
3740 ter_color = c_green;
3741 } else if( colorID == 'b' ) {
3742 ter_color = c_light_blue;
3743 } else if( colorID == 'B' ) {
3744 ter_color = c_blue;
3745 } else if( colorID == 'W' ) {
3746 ter_color = c_white;
3747 } else if( colorID == 'C' ) {
3748 ter_color = c_cyan;
3749 } else if( colorID == 'c' ) {
3750 ter_color = c_light_cyan;
3751 } else if( colorID == 'P' ) {
3752 ter_color = c_pink;
3753 } else if( colorID == 'm' ) {
3754 ter_color = c_magenta;
3755 }
3756 }
3757 }
3758 } else if( !seen ) {
3759 ter_sym = " ";
3760 ter_color = c_black;
3761 } else if( vehicle_here ) {
3762 ter_color = c_cyan;
3763 ter_sym = "c";
3764 } else {
3765 const oter_id &cur_ter = overmap_buffer.ter( omp );
3766 ter_sym = cur_ter->get_symbol();
3767 if( overmap_buffer.is_explored( omp ) ) {
3768 ter_color = c_dark_gray;
3769 } else {
3770 ter_color = cur_ter->get_color();
3771 }
3772 }
3773 if( !drew_mission && targ.xy() == omp.xy() ) {
3774 // If there is a mission target, and it's not on the same
3775 // overmap terrain as the player character, mark it.
3776 // TODO: Inform player if the mission is above or below
3777 drew_mission = true;
3778 if( i != 0 || j != 0 ) {
3779 ter_color = red_background( ter_color );
3780 }
3781 }
3782 if( i == 0 && j == 0 ) {
3783 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3784 } else {
3785 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3786 }
3787 }
3788 }
3789
3790 // Print arrow to mission if we have one!
3791 if( !drew_mission ) {
3792 double slope = curs2.x() != targ.x() ?
3793 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3794
3795 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3796 if( targ.y() > curs2.y() ) {
3797 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3798 } else {
3799 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3800 }
3801 } else {
3802 int arrowx = -1;
3803 int arrowy = -1;
3804 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3805 arrowy = targ.y() > curs2.y() ? 6 : 0;
3806 arrowx =
3807 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3808 if( arrowx < 0 ) {
3809 arrowx = 0;
3810 }
3811 if( arrowx > 6 ) {
3812 arrowx = 6;
3813 }
3814 } else {
3815 arrowx = targ.x() > curs2.x() ? 6 : 0;
3816 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3817 if( arrowy < 0 ) {
3818 arrowy = 0;
3819 }
3820 if( arrowy > 6 ) {
3821 arrowy = 6;
3822 }
3823 }
3824 char glyph = '*';
3825 if( targ.z() > u.posz() ) {
3826 glyph = '^';
3827 } else if( targ.z() < u.posz() ) {
3828 glyph = 'v';
3829 }
3830
3831 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3832 }
3833 }
3834
3835 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3836 for( int i = -3; i <= 3; i++ ) {
3837 for( int j = -3; j <= 3; j++ ) {
3838 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3839 continue; // only do hordes on the border, skip inner map
3840 }
3841 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3843 if( overmap_buffer.seen( omp )
3844 && g->u.overmap_los( omp, sight_points ) ) {
3845 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3846 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3847 }
3848 }
3849 }
3850 }
3851
3853}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:196
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:307
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:308
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:316

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 969 of file animation.cpp.

971{
972}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3476 of file game.cpp.

3477{
3478 static int previous_turn = -1;
3479 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3480 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3481 auto &mgr = panel_manager::get_manager();
3482 int y = 0;
3483 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3484 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3485 int log_height = 0;
3486 for( const window_panel &panel : mgr.get_current_layout() ) {
3487 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3488 log_height += panel.get_height() + spacer;
3489 }
3490 }
3491 log_height = std::max( TERMY - log_height, 3 );
3492 for( const window_panel &panel : mgr.get_current_layout() ) {
3493 if( panel.render() ) {
3494 // height clamped to window height.
3495 int h = std::min( panel.get_height(), TERMY - y );
3496 if( h == -2 ) {
3497 h = log_height;
3498 }
3499 h += spacer;
3500 if( panel.toggle && panel.render() && h > 0 ) {
3501 if( panel.always_draw || draw_this_turn ) {
3502 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3503 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3504 }
3505 if( show_panel_adm ) {
3506 const std::string panel_name = _( panel.get_name() );
3507 const int panel_name_width = utf8_width( panel_name );
3508 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3509 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3510 werase( label );
3511 mvwprintz( label, point_zero, c_light_red, panel_name );
3513 label = catacurses::newwin( h, 1,
3514 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3515 werase( label );
3516 if( h == 1 ) {
3518 } else {
3520 for( int i = 1; i < h - 1; i++ ) {
3522 }
3523 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3524 }
3526 }
3527 y += h;
3528 }
3529 }
3530 }
3531 previous_turn = current_turn;
3532}
bool show_panel_adm
Definition: game.h:1062
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3534 of file game.cpp.

3535{
3536 w_pixel_minimap = w;
3537}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 846 of file animation.cpp.

847{
848}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 797 of file animation.cpp.

798{
799 draw_sct_curses( *this );
800}
void draw_sct_curses(const game &g)
Definition: animation.cpp:764

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3590 of file game.cpp.

3591{
3593 draw_sounds );
3594}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3596 of file game.cpp.

3597{
3599
3600 m.draw( w_terrain, center );
3601
3602 if( draw_sounds ) {
3604 }
3605
3606 for( Creature &critter : all_creatures() ) {
3607 draw_critter( critter, center );
3608 }
3609
3610 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3611 // Draw auto-move preview trail
3612 const tripoint &final_destination = destination_preview.back();
3613 tripoint line_center = u.pos() + u.view_offset;
3614 draw_line( final_destination, line_center, destination_preview, true );
3615 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3616 POSY - u.posy() ), c_white, 'X' );
3617 }
3618
3619 if( u.controlling_vehicle && !looking ) {
3620 draw_veh_dir_indicator( false );
3621 draw_veh_dir_indicator( true );
3622 }
3623 // Place the cursor over the player as is expected by screen readers.
3624 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3625}
int posx() const override
Definition: character.h:838
int posy() const override
Definition: character.h:841
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3572
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12496
std::vector< tripoint > destination_preview
Definition: game.h:1114
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3642
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:669
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5684
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3262
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 859 of file animation.cpp.

860{
861}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7253 of file game.cpp.

7254{
7255 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7256}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7223

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 898 of file animation.cpp.

899{
900}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3642 of file game.cpp.

3643{
3644 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3645 auto col = next ? c_white : c_dark_gray;
3646 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3647 }
3648}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3627

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 941 of file animation.cpp.

943{
944}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 756 of file animation.cpp.

757{
759}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:737

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 832 of file animation.cpp.

833{
834 draw_zones_curses( w_terrain, start, end, offset );
835}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8295 of file game.cpp.

8296{
8298}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2493
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8300 of file game.cpp.

8301{
8302 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8303 u.drop( game_menus::inv::multidrop( u ), *pnt );
8304 }
8305}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 37 of file dump.cpp.

39{
40 try {
41 loading_ui ui( false );
43 load_packs( _( "Loading content packs" ), { mod_id( "dda" ) }, ui );
45 } catch( const std::exception &err ) {
46 std::cerr << "Error loading data from json: " << err.what() << std::endl;
47 return false;
48 }
49
50 std::vector<std::string> header;
51 std::vector<std::vector<std::string>> rows;
52
53 int scol = 0; // sorting column
54
55 std::map<std::string, standard_npc> test_npcs;
56 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
57 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
58 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
59 4, 8, 8, 8, 10 /* PER 10 */ );
60 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
61 4, 10, 8, 8, 8 /* STAT 10 */ );
62 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
65 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
66
67 std::map<std::string, item> test_items;
68 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
71 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
72 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
73
74 if( what == "AMMO" ) {
75 header = {
76 "Name", "Ammo", "Volume", "Weight", "Stack",
77 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
78 };
79 auto dump = [&rows]( const item & obj ) {
80 std::vector<std::string> r;
81 r.push_back( obj.tname( 1, false ) );
82 r.push_back( obj.ammo_type().str() );
83 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
84 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
85 r.push_back( std::to_string( obj.type->stack_size ) );
86 r.push_back( std::to_string( obj.type->ammo->range ) );
87 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
88 r.push_back( std::to_string( obj.type->ammo->recoil ) );
89 damage_instance damage = obj.type->ammo->damage;
90 r.push_back( std::to_string( damage.total_damage() ) );
91 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
92 rows.push_back( r );
93 };
94 for( const itype *e : item_controller->all() ) {
95 if( e->ammo ) {
96 dump( item( e, calendar::turn, item::solitary_tag {} ) );
97 }
98 }
99
100 } else if( what == "ARMOR" ) {
101 header = {
102 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
103 };
104 auto dump = [&rows]( const item & obj ) {
105 std::vector<std::string> r;
106 r.push_back( obj.tname( 1, false ) );
107 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
108 r.push_back( std::to_string( obj.get_warmth() ) );
109 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
110 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
111 r.push_back( std::to_string( obj.get_coverage() ) );
112 r.push_back( std::to_string( obj.bash_resist() ) );
113 r.push_back( std::to_string( obj.cut_resist() ) );
114 r.push_back( std::to_string( obj.bullet_resist() ) );
115 r.push_back( std::to_string( obj.acid_resist() ) );
116 r.push_back( std::to_string( obj.fire_resist() ) );
117 rows.push_back( r );
118 };
119
120 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
121
122 for( const itype *e : item_controller->all() ) {
123 if( e->armor ) {
124 item obj( e );
125 if( bp == num_bp || obj.covers( bp ) ) {
126 if( obj.has_flag( flag_VARSIZE ) ) {
127 obj.set_flag( "FIT" );
128 }
129 dump( obj );
130 }
131 }
132 }
133
134 } else if( what == "EDIBLE" ) {
135 header = {
136 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
137 };
138 for( const auto &v : vitamin::all() ) {
139 header.push_back( v.second.name() );
140 }
141 auto dump = [&rows]( const item & obj ) {
142 std::vector<std::string> r;
143 r.push_back( obj.tname( 1, false ) );
144 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
145 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
146 r.push_back( std::to_string( obj.type->stack_size ) );
147 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
148 r.push_back( std::to_string( obj.get_comestible()->quench ) );
149 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
150 auto vits = obj.get_comestible()->default_nutrition.vitamins;
151 for( const auto &v : vitamin::all() ) {
152 r.push_back( std::to_string( vits[ v.first ] ) );
153 }
154 rows.push_back( r );
155 };
156
157 for( const itype *e : item_controller->all() ) {
159
160 if( food.is_food() && g->u.can_eat( food ).success() ) {
161 dump( food );
162 }
163 }
164
165 } else if( what == "GUN" ) {
166 header = {
167 "Name", "Ammo", "Volume", "Weight", "Capacity",
168 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
169 "Aim time", "Effective range", "Snapshot range", "Max range"
170 };
171
172 std::set<std::string> locations;
173 for( const itype *e : item_controller->all() ) {
174 if( e->gun ) {
175 std::transform( e->gun->valid_mod_locations.begin(),
176 e->gun->valid_mod_locations.end(),
177 std::inserter( locations, locations.begin() ),
178 []( const std::pair<gunmod_location, int> &q ) {
179 return q.first.name();
180 } );
181 }
182 }
183 for( const auto &e : locations ) {
184 header.push_back( e );
185 }
186
187 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
188 std::vector<std::string> r;
189 r.push_back( obj.tname( 1, false ) );
190 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
191 obj.ammo_types().end(), []( const ammotype & at ) {
192 return at.str();
194 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
195 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
196 r.push_back( std::to_string( obj.ammo_capacity() ) );
197 r.push_back( std::to_string( obj.gun_range() ) );
198 r.push_back( std::to_string( obj.gun_dispersion() ) );
199 r.push_back( std::to_string( obj.gun_recoil() ) );
200 damage_instance damage = obj.gun_damage();
201 r.push_back( std::to_string( damage.total_damage() ) );
202 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
203
204 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
205
206 for( const auto &e : locations ) {
207 const auto &vml = obj.type->gun->valid_mod_locations;
208 const auto iter = vml.find( e );
209 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
210 }
211 rows.push_back( r );
212 };
213 for( const itype *e : item_controller->all() ) {
214 if( e->gun ) {
215 item gun( e );
216 if( !gun.magazine_integral() ) {
217 gun.put_in( item( gun.magazine_default() ) );
218 }
219 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
220
221 dump( test_npcs[ "S1" ], gun );
222
223 if( gun.type->gun->barrel_length > 0_ml ) {
224 gun.put_in( item( "barrel_small" ) );
225 dump( test_npcs[ "S1" ], gun );
226 }
227 }
228 }
229
230 } else if( what == "RECIPE" ) {
231
232 // optionally filter recipes to include only those using specified skills
233 recipe_subset dict;
234 for( const auto &r : recipe_dict ) {
235 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
236 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
237 return true;
238 }
239 const auto iter = r.second.required_skills.find( skill_id( s ) );
240 return iter != r.second.required_skills.end() && iter->second > 0;
241 } ) ) {
242 dict.include( &r.second );
243 }
244 }
245
246 // only consider skills that are required by at least one recipe
247 std::vector<Skill> sk;
248 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
249 std::back_inserter( sk ), [&dict]( const Skill & s ) {
250 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
251 return r->skill_used == s.ident() ||
252 r->required_skills.find( s.ident() ) != r->required_skills.end();
253 } );
254 } );
255
256 header = { "Result" };
257
258 for( const auto &e : sk ) {
259 header.push_back( e.ident().str() );
260 }
261
262 for( const recipe *e : dict ) {
263 std::vector<std::string> r;
264 r.push_back( e->result_name() );
265 for( const auto &s : sk ) {
266 if( e->skill_used == s.ident() ) {
267 r.push_back( std::to_string( e->difficulty ) );
268 } else {
269 auto iter = e->required_skills.find( s.ident() );
270 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
271 }
272 }
273 rows.push_back( r );
274 }
275
276 } else if( what == "VEHICLE" ) {
277 header = {
278 "Name", "Weight (empty)", "Weight (fueled)",
279 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
280 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
281 };
282 auto dump = [&rows]( const vproto_id & obj ) {
283 vehicle veh_empty( obj, 0, 0 );
284 vehicle veh_fueled( obj, 100, 0 );
285
286 std::vector<std::string> r;
287 r.push_back( veh_empty.name );
288 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
289 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
290 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
294 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
295 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
296 r.push_back( std::to_string( static_cast<int>( 50 *
297 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
298 rows.push_back( r );
299 };
300 for( auto &e : vehicle_prototype::get_all() ) {
301 dump( e );
302 }
303
304 } else if( what == "VPART" ) {
305 header = {
306 "Name", "Location", "Weight", "Size"
307 };
308 auto dump = [&rows]( const vpart_info & obj ) {
309 std::vector<std::string> r;
310 r.push_back( obj.name() );
311 r.push_back( obj.location );
312 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
313 r.push_back( std::to_string( w ) );
314 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
315 rows.push_back( r );
316 };
317 for( const auto &e : vpart_info::all() ) {
318 dump( e.second );
319 }
320
321 } else {
322 std::cerr << "unknown argument: " << what << std::endl;
323 return false;
324 }
325
326 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
327 return e.empty();
328 } ), rows.end() );
329
330 if( scol >= 0 ) {
331 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
332 const std::vector<std::string> &rhs ) {
333 return localized_compare( lhs[ scol ], rhs[ scol ] );
334 } );
335 }
336
337 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
338
339 switch( mode ) {
340 case dump_mode::TSV:
341 rows.insert( rows.begin(), header );
342 for( const auto &r : rows ) {
343 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
344 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
345 std::cout << r.back() << "\n";
346 }
347 break;
348
349 case dump_mode::HTML:
350 std::cout << "<table>";
351
352 std::cout << "<thead>";
353 std::cout << "<tr>";
354 for( const auto &col : header ) {
355 std::cout << "<th>" << col << "</th>";
356 }
357 std::cout << "</tr>";
358 std::cout << "</thead>";
359
360 std::cout << "<tdata>";
361 for( const auto &r : rows ) {
362 std::cout << "<tr>";
363 for( const auto &col : r ) {
364 std::cout << "<td>" << col << "</td>";
365 }
366 std::cout << "</tr>";
367 }
368 std::cout << "</tdata>";
369
370 std::cout << "</table>";
371 break;
372 }
373
374 return true;
375}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2967
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4844
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:987
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:587
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1574
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:196
Definition: itype.h:829
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157
string_id< MOD_INFORMATION > mod_id
Definition: type_id.h:91

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 3077 of file game.cpp.

3078{
3079 return *event_bus_ptr;
3080}
pimpl< event_bus > event_bus_ptr
Definition: game.h:1001

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5272 of file game.cpp.

5273{
5274 if( veh.magic ) {
5275 add_msg( m_info, _( "This is your %s" ), veh.name );
5276 return;
5277 }
5278 auto act = veh_interact::run( veh, c );
5279 if( act ) {
5280 u.moves = 0;
5282 }
5283}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1809
constexpr double c
Definition: magic.cpp:1031
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5652 of file game.cpp.

5653{
5654 // if we are driving a vehicle, examine the
5655 // current tile without asking.
5656 const optional_vpart_position vp = m.veh_at( u.pos() );
5657 if( vp && vp->vehicle().player_in_control( u ) ) {
5658 examine( u.pos() );
5659 return;
5660 }
5661
5662 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5663 _( "There is nothing that can be examined nearby." ),
5664 ACTION_EXAMINE, false );
5665 if( !examp_ ) {
5666 return;
5667 }
5668 u.manual_examine = true;
5669 examine( *examp_ );
5670 u.manual_examine = false;
5671}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1015
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5652
bool manual_examine
Definition: player.h:698

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5739 of file game.cpp.

5740{
5741 if( disable_robot( examp ) ) {
5742 return;
5743 }
5744
5745 Creature *c = critter_at( examp );
5746 if( c != nullptr ) {
5747 monster *mon = dynamic_cast<monster *>( c );
5748 if( mon != nullptr ) {
5749 add_msg( _( "There is a %s." ), mon->get_name() );
5750 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5751 if( monexamine::pet_menu( *mon ) ) {
5752 return;
5753 }
5754 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5755 if( monexamine::mech_hack( *mon ) ) {
5756 return;
5757 }
5758 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5759 if( monexamine::pay_bot( *mon ) ) {
5760 return;
5761 }
5762 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5763 if( monexamine::mfriend_menu( *mon ) ) {
5764 return;
5765 }
5766 }
5767 } else if( u.is_mounted() ) {
5768 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5769 }
5770 npc *np = dynamic_cast<npc *>( c );
5771 if( np != nullptr && !u.is_mounted() ) {
5772 if( npc_menu( *np ) ) {
5773 return;
5774 }
5775 } else if( np != nullptr && u.is_mounted() ) {
5776 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5777 }
5778 }
5779
5780 const optional_vpart_position vp = m.veh_at( examp );
5781 if( vp && u.is_mounted() ) {
5782 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5783 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5784 } else {
5785 vp->vehicle().interact_with( examp, vp->part_index() );
5786 return;
5787 }
5788 } else if( vp && !u.is_mounted() ) {
5789 vp->vehicle().interact_with( examp, vp->part_index() );
5790 return;
5791 }
5792
5793 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5794 use_computer( examp );
5795 return;
5796 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5797 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5798 }
5799 const furn_t &xfurn_t = m.furn( examp ).obj();
5800 const ter_t &xter_t = m.ter( examp ).obj();
5801
5802 const tripoint player_pos = u.pos();
5803
5804 if( m.has_furn( examp ) && !u.is_mounted() ) {
5805 xfurn_t.examine( u, examp );
5806 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5807 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5808 } else {
5809 if( !u.is_mounted() ) {
5810 xter_t.examine( u, examp );
5811 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5812 xter_t.examine( u, examp );
5813 } else {
5814 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5815 }
5816 }
5817
5818 // Did the player get moved? Bail out if so; our examp probably
5819 // isn't valid anymore.
5820 if( player_pos != u.pos() ) {
5821 return;
5822 }
5823
5824 bool none = true;
5825 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5826 none = false;
5827 }
5828
5829 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5830 iexamine::trap( u, examp );
5831 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5832 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5833 }
5834
5835 // In case of teleport trap or somesuch
5836 if( player_pos != u.pos() ) {
5837 return;
5838 }
5839
5840 // Feedback for fire lasting time, this can be judged while mounted
5841 const std::string fire_fuel = get_fire_fuel_string( examp );
5842 if( !fire_fuel.empty() ) {
5843 add_msg( fire_fuel );
5844 }
5845
5846 if( m.has_flag( "SEALED", examp ) ) {
5847 if( none ) {
5848 if( m.has_flag( "UNSTABLE", examp ) ) {
5849 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5850 } else {
5851 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5852 }
5853 }
5854 } else {
5855 //examp has no traps, is a container and doesn't have a special examination function
5856 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5857 m.has_flag( "CONTAINER", examp ) && none ) {
5858 add_msg( _( "It is empty." ) );
5859 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5860 xfurn_t.examine == &iexamine::fireplace ) ||
5861 xfurn_t.examine == &iexamine::workbench ) {
5862 return;
5863 } else {
5865 if( !u.is_mounted() ) {
5866 pickup::pick_up( examp, 0 );
5867 }
5868 }
5869 }
5870}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1620
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4802
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:9175
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5543
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1354
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5129
ter_id ter(const tripoint &p) const
Definition: map.cpp:1509
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1020
std::string get_name() const override
Definition: monster.cpp:487
static const efftype_id effect_pet("pet")
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5673
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2854
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6008
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:241
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3739
bool pet_menu(monster &z)
Definition: monexamine.cpp:64
bool mech_hack(monster &z)
Definition: monexamine.cpp:373
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:445
bool pay_bot(monster &z)
Definition: monexamine.cpp:405
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 50 of file descriptions.cpp.

51{
53 const int top = 3;
54 int width = 0;
55 catacurses::window w_head;
56 catacurses::window w_main;
57 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
58 const int left = 0;
59 const int right = TERMX;
60 const int bottom = TERMY;
61 width = right - left;
62 const int height = bottom - top;
63 w_head = catacurses::newwin( top, TERMX, point_zero );
64 w_main = catacurses::newwin( height, width, point( left, top ) );
65 ui.position( point_zero, point( TERMX, TERMY ) );
66 } );
67 ui.mark_resize();
68
69 // Default to critter (if any), furniture (if any), then terrain.
71 if( seen_critter( *this, p ) != nullptr ) {
73 } else if( get_map().has_furn( p ) ) {
75 }
76
77 std::string action;
78 input_context ctxt( "EXTENDED_DESCRIPTION" );
79 ctxt.register_action( "CREATURE" );
80 ctxt.register_action( "FURNITURE" );
81 ctxt.register_action( "TERRAIN" );
82 ctxt.register_action( "CONFIRM" );
83 ctxt.register_action( "QUIT" );
84 ctxt.register_action( "HELP_KEYBINDINGS" );
85
86 ui.on_redraw( [&]( const ui_adaptor & ) {
87 werase( w_head );
89 _( "[%s] describe creatures, [%s] describe furniture, "
90 "[%s] describe terrain, [%s] close." ),
91 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
92 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
93
94 // Set up line drawings
95 for( int i = 0; i < TERMX; i++ ) {
96 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
97 }
98
99 wnoutrefresh( w_head );
100
101 std::string desc;
102 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
103 switch( cur_target ) {
105 const Creature *critter = seen_critter( *this, p );
106 if( critter != nullptr ) {
107 desc = critter->extended_description();
108 } else {
109 desc = _( "You do not see any creature here." );
110 }
111 }
112 break;
114 if( !u.sees( p ) || !m.has_furn( p ) ) {
115 desc = _( "You do not see any furniture here." );
116 } else {
117 const furn_id fid = m.furn( p );
118 desc = fid.obj().extended_description();
119 }
120 break;
122 if( !u.sees( p ) ) {
123 desc = _( "You can't see the terrain here." );
124 } else {
125 const ter_id tid = m.ter( p );
126 desc = tid.obj().extended_description();
127 }
128 break;
129 }
130
131 std::string signage = m.get_signage( p );
132 if( !signage.empty() ) {
133 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
134 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
135 signage );
136 }
137
138 werase( w_main );
139 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
140 wnoutrefresh( w_main );
141 } );
142
143 do {
145 action = ctxt.handle_input();
146 if( action == "CREATURE" ) {
147 cur_target = description_target::creature;
148 } else if( action == "FURNITURE" ) {
150 } else if( action == "TERRAIN" ) {
151 cur_target = description_target::terrain;
152 }
153 } while( action != "CONFIRM" && action != "QUIT" );
154}
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:141
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3987
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::string extended_description() const

References _, action, c_light_gray, c_white, creature, map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 7187 of file game.cpp.

7188{
7189 std::map<std::string, map_item_stack> temp_items;
7190 std::vector<map_item_stack> ret;
7191 std::vector<std::string> item_order;
7192
7193 if( u.is_blind() ) {
7194 return ret;
7195 }
7196
7197 for( auto &points_p_it : closest_points_first( u.pos(), iRadius ) ) {
7198 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7199 u.sees( points_p_it ) &&
7200 m.sees_some_items( points_p_it, u ) ) {
7201
7202 for( auto &elem : m.i_at( points_p_it ) ) {
7203 const std::string name = elem.tname();
7204 const tripoint relative_pos = points_p_it - u.pos();
7205
7206 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7207 item_order.push_back( name );
7208 temp_items[name] = map_item_stack( &elem, relative_pos );
7209 } else {
7210 temp_items[name].add_at_pos( &elem, relative_pos );
7211 }
7212 }
7213 }
7214 }
7215
7216 for( auto &elem : item_order ) {
7217 ret.push_back( temp_items[elem] );
7218 }
7219
7220 return ret;
7221}
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6324
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), and u.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1952 of file game.cpp.

1953{
1954 return overmap_buffer.find_npc( id ).get();
1955}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10938 of file game.cpp.

10940{
10941 const int omtilesz = SEEX * 2;
10942 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10943 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10944 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10945
10946 // Try to find the stairs.
10948 int best = INT_MAX;
10949 const int movez = z_after - get_levz();
10950 const bool going_down_1 = movez == -1;
10951 const bool going_up_1 = movez == 1;
10952 // If there are stairs on the same x and y as we currently are, use those
10953 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10954 stairs.emplace( u.pos() + tripoint_below );
10955 }
10956 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10957 stairs.emplace( u.pos() + tripoint_above );
10958 }
10959 // We did not find stairs directly above or below, so search the map for them
10960 if( !stairs.has_value() ) {
10961 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10962 if( rl_dist( u.pos(), dest ) <= best &&
10963 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10964 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10965 mp.ter( dest ) == t_manhole_cover ) ) ||
10966 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10967 stairs.emplace( dest );
10968 best = rl_dist( u.pos(), dest );
10969 }
10970 }
10971 }
10972
10973 if( stairs.has_value() ) {
10974 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10975 npc *guy = dynamic_cast<npc *>( blocking_creature );
10976 monster *mon = dynamic_cast<monster *>( blocking_creature );
10977 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10978 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10979 std::string cr_name = blocking_creature->get_name();
10980 std::string msg;
10981 if( guy ) {
10982 //~ %s is the name of hostile NPC
10983 msg = string_format( _( "%s is in the way!" ), cr_name );
10984 } else {
10985 //~ %s is some monster
10986 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10987 }
10988
10989 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10990 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10991 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10992 add_msg( msg );
10993 return cata::nullopt;
10994 }
10995 }
10996 return stairs;
10997 }
10998
10999 // No stairs found! Try to make some
11000 rope_ladder = false;
11001 stairs.emplace( u.pos() );
11002 stairs->z = z_after;
11003 // Check the destination area for lava.
11004 if( mp.ter( *stairs ) == t_lava ) {
11005 if( movez < 0 &&
11006 !query_yn(
11007 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
11008 return cata::nullopt;
11009 } else if( movez > 0 &&
11010 !query_yn(
11011 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
11012 return cata::nullopt;
11013 }
11014
11015 return stairs;
11016 }
11017
11018 if( movez > 0 ) {
11019 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
11020 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
11021 return cata::nullopt;
11022 }
11023 }
11024 // Manhole covers need this to work
11025 // Maybe require manhole cover here and fail otherwise?
11026 return stairs;
11027 }
11028
11029 if( mp.impassable( *stairs ) ) {
11030 popup( _( "Halfway down, the way down becomes blocked off." ) );
11031 return cata::nullopt;
11032 }
11033
11034 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
11035 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
11036 rope_ladder = true;
11037 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
11038 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
11039 } else {
11040 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
11041 }
11042 } else {
11043 return cata::nullopt;
11044 }
11045 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
11046 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
11047 if( u.has_trait( trait_VINES2 ) ) {
11048 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
11049 rope_ladder = true;
11050 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
11051 u.mod_pain( 5 );
11052 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
11053 u.mod_stored_nutr( 10 );
11054 u.mod_thirst( 10 );
11055 } else {
11056 add_msg( _( "You gingerly descend using your vines." ) );
11057 }
11058 } else {
11059 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
11060 rope_ladder = true;
11061 u.mod_stored_nutr( 10 );
11062 u.mod_thirst( 10 );
11063 }
11064 } else {
11065 return cata::nullopt;
11066 }
11067 } else if( u.has_amount( itype_grapnel, 1 ) ) {
11068 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
11069 rope_ladder = true;
11071 } else {
11072 return cata::nullopt;
11073 }
11074 } else if( u.has_amount( itype_rope_30, 1 ) ) {
11075 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
11076 rope_ladder = true;
11078 } else {
11079 return cata::nullopt;
11080 }
11081 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
11082 return cata::nullopt;
11083 }
11084
11085 return stairs;
11086}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8385
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9599
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4398
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4288
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3327
T & emplace(Args &&... args)
Definition: optional.h:143
constexpr bool has_value() const noexcept
Definition: optional.h:120
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8047
bool impassable(const tripoint &p) const
Definition: map.cpp:1806
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8380
bool is_enemy() const
Definition: npc.cpp:2040
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:1092
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10475
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 10300 of file game.cpp.

10302{
10303 if( c == nullptr ) {
10304 debugmsg( "game::fling_creature invoked on null target" );
10305 return;
10306 }
10307
10308 if( c->is_dead_state() ) {
10309 // Flinging a corpse causes problems, don't enable without testing
10310 return;
10311 }
10312
10313 if( c->is_hallucination() ) {
10314 // Don't fling hallucinations
10315 return;
10316 }
10317
10318 int steps = 0;
10319 bool thru = true;
10320 const bool is_u = ( c == &u );
10321 // Don't animate critters getting bashed if animations are off
10322 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
10323
10324 player *p = dynamic_cast<player *>( c );
10325
10326 tileray tdir( dir );
10327 int range = flvel / 10;
10328 tripoint pt = c->pos();
10329 while( range > 0 ) {
10330 c->underwater = false;
10331 // TODO: Check whenever it is actually in the viewport
10332 // or maybe even just redraw the changed tiles
10333 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
10334 tdir.advance();
10335 pt.x = c->posx() + tdir.dx();
10336 pt.y = c->posy() + tdir.dy();
10337 float force = 0;
10338
10339 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
10340 monster &critter = *mon_ptr;
10341 // Approximate critter's "stopping power" with its max hp
10342 force = std::min<float>( 1.5f * critter.type->hp, flvel );
10343 const int damage = rng( force, force * 2.0f ) / 6;
10344 c->impact( damage, pt );
10345 // Multiply zed damage by 6 because no body parts
10346 const int zed_damage = std::max( 0,
10347 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
10348 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
10349 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
10350 critter.check_dead_state();
10351 if( !critter.is_dead() ) {
10352 thru = false;
10353 }
10354 } else if( m.impassable( pt ) ) {
10355 if( !m.veh_at( pt ).obstacle_at_part() ) {
10356 force = std::min<float>( m.bash_strength( pt ), flvel );
10357 } else {
10358 // No good way of limiting force here
10359 // Keep it 1 less than maximum to make the impact hurt
10360 // but to keep the target flying after it
10361 force = flvel - 1;
10362 }
10363 const int damage = rng( force, force * 2.0f ) / 9;
10364 c->impact( damage, pt );
10365 if( m.is_bashable( pt ) ) {
10366 // Only go through if we successfully make the tile passable
10367 m.bash( pt, flvel );
10368 thru = m.passable( pt );
10369 } else {
10370 thru = false;
10371 }
10372 }
10373
10374 // If the critter dies during flinging, moving it around causes debugmsgs
10375 if( c->is_dead_state() ) {
10376 return;
10377 }
10378
10379 flvel -= force;
10380 if( thru ) {
10381 if( p != nullptr ) {
10382 if( p->in_vehicle ) {
10383 m.unboard_vehicle( p->pos() );
10384 }
10385 // If we're flinging the player around, make sure the map stays centered on them.
10386 if( is_u && !suppress_map_update ) {
10387 update_map( pt.x, pt.y );
10388 } else {
10389 p->setpos( pt );
10390 }
10391 } else if( !critter_at( pt ) ) {
10392 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
10393 // Just don't setpos if it happens - next iteration will do so
10394 // or the monster will stop a tile before the unpassable one
10395 c->setpos( pt );
10396 }
10397 } else {
10398 // Don't zero flvel - count this as slamming both the obstacle and the ground
10399 // although at lower velocity
10400 break;
10401 }
10402 range--;
10403 steps++;
10404 if( animate && ( seen || u.sees( *c ) ) ) {
10408 }
10409 }
10410
10411 // Fall down to the ground - always on the last reached tile
10412 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
10413 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
10414 // Didn't smash into a wall or a floor so only take the fall damage
10415 if( thru && trap_under_creature == tr_ledge ) {
10416 m.creature_on_trap( *c, false );
10417 } else {
10418 // Fall on ground
10419 int force = rng( flvel, flvel * 2 ) / 9;
10420 if( controlled ) {
10421 force = std::max( force / 2 - 5, 0 );
10422 }
10423 if( force > 0 ) {
10424 int dmg = c->impact( force, c->pos() );
10425 // TODO: Make landing damage the floor
10426 m.bash( c->pos(), dmg / 4, false, false, false );
10427 }
10428 // Always apply traps to creature i.e. bear traps, tele traps etc.
10429 m.creature_on_trap( *c, false );
10430 }
10431 } else {
10432 c->underwater = true;
10433 if( is_u ) {
10434 if( controlled ) {
10435 add_msg( _( "You dive into water." ) );
10436 } else {
10437 add_msg( m_warning, _( "You fall into water." ) );
10438 }
10439 }
10440 }
10441}
void setpos(const tripoint &p) override
Definition: character.h:856
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1833
point update_map(player &p)
Definition: game.cpp:11165
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2458
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3520
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1060
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2423
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8253
bool passable(const tripoint &p) const
Definition: map.cpp:1811
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1855
bool is_dead() const
Definition: monster.cpp:2753
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1636
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2491
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Definition: ui_manager.cpp:290
int hp
Definition: mtype.h:267
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::passable(), Character::pos(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5285 of file game.cpp.

5286{
5287 // TODO: Z
5288 const int &x = p.x;
5289 const int &y = p.y;
5290 const std::string &door_name = door_type.obj().name();
5291 // sed when player/monsters are knocked back and when moving items out of the way
5292 point kb( x, y );
5293 const auto valid_location = [&]( const tripoint & p ) {
5294 return g->is_empty( p );
5295 };
5297 valid_location ) ) {
5298 kb.x = -pos->x + x + x;
5299 kb.y = -pos->y + y + y;
5300 }
5301 const tripoint kbp( kb, p.z );
5302 if( kbp == p ) {
5303 // can't pushback any creatures anywhere, that means the door can't close.
5304 return false;
5305 }
5306 const bool can_see = u.sees( tripoint( x, y, p.z ) );
5307 player *npc_or_player = critter_at<player>( tripoint( x, y, p.z ), false );
5308 if( npc_or_player != nullptr ) {
5309 if( bash_dmg <= 0 ) {
5310 return false;
5311 }
5312 if( npc_or_player->is_npc() && can_see ) {
5313 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5314 } else if( npc_or_player->is_player() ) {
5315 add_msg( m_bad, _( "The %s hits you." ), door_name );
5316 }
5317 if( npc_or_player->activity ) {
5318 npc_or_player->cancel_activity();
5319 }
5320 // TODO: make the npc angry?
5321 npc_or_player->hitall( bash_dmg, 0, nullptr );
5322 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5323 // TODO: perhaps damage/destroy the gate
5324 // if the npc was really big?
5325 }
5326 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5327 monster &critter = *mon_ptr;
5328 if( bash_dmg <= 0 ) {
5329 return false;
5330 }
5331 if( can_see ) {
5332 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5333 }
5334 if( critter.type->size <= MS_SMALL ) {
5335 critter.die_in_explosion( nullptr );
5336 } else {
5337 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5338 critter.check_dead_state();
5339 }
5340 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5341 // big critters simply prevent the gate from closing
5342 // TODO: perhaps damage/destroy the gate
5343 // if the critter was really big?
5344 return false;
5345 }
5346 if( !critter.is_dead() ) {
5347 // Still alive? Move the critter away so the door can close
5348 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5349 if( critter_at( p ) ) {
5350 return false;
5351 }
5352 }
5353 }
5354 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5355 if( bash_dmg <= 0 ) {
5356 return false;
5357 }
5358 vp->vehicle().damage( vp->part_index(), bash_dmg );
5359 if( m.veh_at( p ) ) {
5360 // Check again in case all parts at the door tile
5361 // have been destroyed, if there is still a vehicle
5362 // there, the door can not be closed
5363 return false;
5364 }
5365 }
5366 if( bash_dmg < 0 && !m.i_at( point( x, y ) ).empty() ) {
5367 return false;
5368 }
5369 if( bash_dmg == 0 ) {
5370 for( auto &elem : m.i_at( point( x, y ) ) ) {
5371 if( elem.made_of( LIQUID ) ) {
5372 // Liquids are OK, will be destroyed later
5373 continue;
5374 } else if( elem.volume() < 250_ml ) {
5375 // Dito for small items, will be moved away
5376 continue;
5377 }
5378 // Everything else prevents the door from closing
5379 return false;
5380 }
5381 }
5382
5383 m.ter_set( point( x, y ), door_type );
5384 if( m.has_flag( "NOITEM", point( x, y ) ) ) {
5385 map_stack items = m.i_at( point( x, y ) );
5386 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5387 if( it->made_of( LIQUID ) ) {
5388 it = items.erase( it );
5389 continue;
5390 }
5391 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5392 if( can_see ) {
5393 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5394 } else {
5395 add_msg( m_warning, _( "Something shatters!" ) );
5396 }
5397 it = items.erase( it );
5398 continue;
5399 }
5400 m.add_item_or_charges( kbp, *it );
5401 it = items.erase( it );
5402 }
5403 }
5404 return true;
5405}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8653
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
Definition: game.cpp:4572
iterator erase(const_iterator it) override
Definition: map.cpp:147
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1650
void die_in_explosion(Creature *source)
Definition: monster.cpp:1650
bool is_npc() const override
Definition: player.h:131
bool is_player() const override
Definition: player.h:114
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:259

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, map::veh_at(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 627 of file game.cpp.

628{
629 return gamemode ? gamemode->id() : SGAME_NULL;
630}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12511 of file game.cpp.

12512{
12513 for( Creature &critter : all_creatures() ) {
12514 if( pred( critter ) ) {
12515 return &critter;
12516 }
12517 }
12518 return nullptr;
12519}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 12421 of file game.cpp.

12423{
12424 std::vector<Creature *> result;
12425 for( Creature &critter : all_creatures() ) {
12426 if( pred( critter ) ) {
12427 result.push_back( &critter );
12428 }
12429 }
12430 return result;
12431}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 12401 of file game.cpp.

12402{
12403 // The player is located in the middle submap of the map.
12405 const tripoint pos_om = sm_to_om_copy( sm );
12406 // TODO: fix point types
12407 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
12408}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8057
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9258 of file game.cpp.

9259{
9260 std::vector<std::string> harmful_stuff;
9261 const auto fields_here = m.field_at( u.pos() );
9262 for( const auto &e : m.field_at( dest_loc ) ) {
9263 // warn before moving into a dangerous field except when already standing within a similar field
9264 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
9265 harmful_stuff.push_back( e.second.name() );
9266 }
9267 }
9268
9269 if( !u.is_blind() ) {
9270 const trap &tr = m.tr_at( dest_loc );
9271 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
9272 true ) );
9273 // HACK: Hack for now, later ledge should stop being a trap
9274 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
9275 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
9276 if( !boardable ) {
9277 harmful_stuff.emplace_back( tr.name() );
9278 }
9279 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
9280 harmful_stuff.emplace_back( tr.name() );
9281 }
9282
9283 static const std::set< body_part > sharp_bps = {
9286 };
9287
9288 const auto sharp_bp_check = [this]( body_part bp ) {
9289 return u.immune_to( bp, { DT_CUT, 10 } );
9290 };
9291
9292 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
9293 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
9294 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
9295 harmful_stuff.emplace_back( m.name( dest_loc ) );
9296 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
9297 g->m.veh_at( dest_loc ) ) &&
9298 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
9299 harmful_stuff.emplace_back( m.name( dest_loc ) );
9300 }
9301
9302 }
9303
9304 return harmful_stuff;
9305}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:305
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6952
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5291
bool has_zlevels() const
Definition: map.h:1657
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2479
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:1075
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), g, Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3959 of file game.cpp.

3960{
3961 // We're going to get the contiguous fishable terrain starting at
3962 // the provided fishing location (e.g. where a line was cast or a fish
3963 // trap was set), and then check whether or not fishable monsters are
3964 // actually in those locations. This will help us ensure that we're
3965 // getting our fish from the location that we're ACTUALLY fishing,
3966 // rather than just somewhere in the vicinity.
3967
3968 std::unordered_set<tripoint> visited;
3969
3970 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3971 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3972
3973 const inclusive_cuboid<tripoint> fishing_boundaries(
3974 fishing_boundary_min, fishing_boundary_max );
3975
3976 const auto get_fishable_terrain = [&]( tripoint starting_point,
3977 std::unordered_set<tripoint> &fishable_terrain ) {
3978 std::queue<tripoint> to_check;
3979 to_check.push( starting_point );
3980 while( !to_check.empty() ) {
3981 const tripoint current_point = to_check.front();
3982 to_check.pop();
3983
3984 // We've been here before, so bail.
3985 if( visited.find( current_point ) != visited.end() ) {
3986 continue;
3987 }
3988
3989 // This point is out of bounds, so bail.
3990 if( !fishing_boundaries.contains( current_point ) ) {
3991 continue;
3992 }
3993
3994 // Mark this point as visited.
3995 visited.emplace( current_point );
3996
3997 if( m.has_flag( "FISHABLE", current_point ) ) {
3998 fishable_terrain.emplace( current_point );
3999 to_check.push( current_point + point_south );
4000 to_check.push( current_point + point_north );
4001 to_check.push( current_point + point_east );
4002 to_check.push( current_point + point_west );
4003 }
4004 }
4005 return;
4006 };
4007
4008 // Starting at the provided location, get our fishable terrain
4009 // and populate a set with those locations which we'll then use
4010 // to determine if any fishable monsters are in those locations.
4011 std::unordered_set<tripoint> fishable_points;
4012 get_fishable_terrain( fish_pos, fishable_points );
4013
4014 return fishable_points;
4015}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 4017 of file game.cpp.

4019{
4020 std::vector<monster *> unique_fish;
4021 for( monster &critter : all_monsters() ) {
4022 // If it is fishable...
4023 if( critter.has_flag( MF_FISHABLE ) ) {
4024 const tripoint critter_pos = critter.pos();
4025 // ...and it is in a fishable location.
4026 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
4027 unique_fish.push_back( &critter );
4028 }
4029 }
4030 }
4031
4032 return unique_fish;
4033}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2049 of file game.cpp.

2050{
2051 return follower_ids;
2052}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 966 of file game.cpp.

967{
968 return *kill_tracker_ptr;
969}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 12386 of file game.cpp.

12387{
12388 return m.get_abs_sub().x;
12389}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 12391 of file game.cpp.

12392{
12393 return m.get_abs_sub().y;
12394}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7357 of file game.cpp.

7358{
7359 return moves_since_last_save;
7360}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 12433 of file game.cpp.

12434{
12435 std::vector<npc *> result;
12436 for( npc &guy : all_npcs() ) {
12437 if( pred( guy ) ) {
12438 result.push_back( &guy );
12439 }
12440 }
12441 return result;
12442}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12521 of file game.cpp.

12522{
12523 return get_world_base_save_path() + "/" + base64_encode( u.name );
12524}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12526

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 236 of file handle_action.cpp.

237{
238 input_context ctxt;
239 if( uquit == QUIT_WATCH ) {
240 ctxt = input_context( "DEFAULTMODE" );
241 ctxt.set_iso( true );
242 // The list of allowed actions in death-cam mode in game::handle_action
243 // *INDENT-OFF*
244 for( const action_id id : {
257 } ) {
258 ctxt.register_action( action_ident( id ) );
259 }
260 // *INDENT-ON*
261 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
262 } else {
264 }
265
267
268 user_turn current_turn;
269
270
271 // Checking early if we will need to handle animations
272 // If we do not need to handle animations that will not change as long as the user has not selected an action
273 // and we can handle it like we are not animating.
274 weather_printable wPrint;
275 bool animate_weather = false;
276 bool animate_sct = false;
277 bool do_animations = [&]() {
278 if( get_option<bool>( "ANIMATIONS" ) ) {
279 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
280
281 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
282 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
283
284#if defined(TILES)
285 // Always animate, minimap and terrain may have animations to run
286 return true;
287#else
288 // Otherwise we need to see if we actually should animate.
289 // Minimap and Terrain never animate in !TILES
290 return animate_weather || animate_sct || uquit == QUIT_WATCH;
291#endif
292 }
293 return false;
294 }
295 ();
296
297 if( do_animations ) {
298 ctxt.set_timeout( 125 );
299
301 make_shared_fast<game::draw_callback_t>( [&]() {
302 if( animate_weather ) {
303 draw_weather( wPrint );
304 }
305 if( animate_sct ) {
306 draw_sct();
307 }
308 } );
309 add_draw_callback( animation_cb );
310 invalidate_main_ui_adaptor(); // We want to redraw at least once.
311
312 do {
313 if( animate_weather ) {
315 generate_weather_anim_frame( get_weather().weather_id, wPrint );
316 }
317 // don't bother calculating SCT if we won't show it
318 if( animate_sct ) {
320
322
323 //Check for creatures on all drawing positions and offset if necessary
324 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
325 const direction oCurDir = iter->getDirecton();
326 const int width = utf8_width( iter->getText() );
327 for( int i = 0; i < width; ++i ) {
328 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
329 const Creature *critter = critter_at( tmp, true );
330
331 if( critter != nullptr && u.sees( *critter ) ) {
332 i = -1;
333 int iPos = iter->getStep() + iter->getStepOffset();
334 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
335 if( iter2->getDirecton() == oCurDir &&
336 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
337 if( iter2->getType() == "hp" ) {
338 iter2->advanceStepOffset();
339 }
340
341 iter2->advanceStepOffset();
342 iPos = iter2->getStep() + iter2->getStepOffset();
343 }
344 }
345 }
346 }
347 }
348
349 // Stop animation when done
350 animate_sct = !SCT.vSCT.empty();
351 }
352 // We don't cache these checks as their result may change after 1st redraw
354 // TODO: we redraw *everything* just to animate a couple blinking dots
355 // on the minimap or a few tiles.
356 // This is far from ideal, and can probably be done much cheaper
357 // (update only part of the screen? draw static parts into a texture?)
359 }
360
361 std::unique_ptr<static_popup> deathcam_msg_popup;
362 if( uquit == QUIT_WATCH ) {
363 deathcam_msg_popup = std::make_unique<static_popup>();
364 deathcam_msg_popup
365 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
366 .on_top( true );
367 }
368
370 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
371 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
372 ctxt.reset_timeout();
373 } else {
376 SCT.vSCT.clear();
377
378 ctxt.set_timeout( 125 );
379 while( handle_mouseview( ctxt, action ) ) {
380 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
381 break;
382 }
383 }
384 ctxt.reset_timeout();
385 }
386
387 return ctxt;
388}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:67
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:257
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1136
bool minimap_requires_animation()
Definition: animation.cpp:1127
void draw_sct()
Definition: animation.cpp:797
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:756
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3372
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2311
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:947
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2411
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1862 of file game.cpp.

1863{
1864 return seed;
1865}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7362 of file game.cpp.

7363{
7364 return user_action_counter;
7365}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3627 of file game.cpp.

3628{
3629 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3630 return cata::nullopt;
3631 }
3632 const optional_vpart_position vp = m.veh_at( u.pos() );
3633 if( !vp ) {
3634 return cata::nullopt;
3635 }
3636 vehicle *const veh = &vp->vehicle();
3637 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3638 float r = 10.0;
3639 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3640}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12526 of file game.cpp.

12527{
12528 if( world_generator->active_world == nullptr ) {
12529 return PATH_INFO::savedir();
12530 }
12531 return world_generator->active_world->folder_path();
12532}
std::string savedir()
Definition: path_info.cpp:250

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7348 of file game.cpp.

7349{
7350#if defined(TILES)
7351 return tileset_zoom;
7352#else
7353 return DEFAULT_TILESET_ZOOM;
7354#endif
7355}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 10060 of file game.cpp.

10061{
10062 // Furniture: pull, push, or standing still and nudging object around.
10063 // Can push furniture out of reach.
10064 tripoint fpos = u.pos() + u.grab_point;
10065 // supposed position of grabbed furniture
10066 if( !m.has_furn( fpos ) ) {
10067 // Where did it go? We're grabbing thin air so reset.
10068 add_msg( m_info, _( "No furniture at grabbed point." ) );
10069 u.grab( OBJECT_NONE );
10070 return false;
10071 }
10072
10073 const bool pushing_furniture = dp == u.grab_point;
10074 const bool pulling_furniture = dp == -u.grab_point;
10075 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
10076
10077 tripoint fdest = fpos + dp; // intended destination of furniture.
10078 // Check floor: floorless tiles don't need to be flat and have no traps
10079 const bool has_floor = m.has_floor( fdest );
10080 // Unfortunately, game::is_empty fails for tiles we're standing on,
10081 // which will forbid pulling, so:
10082 const bool canmove = (
10083 m.passable( fdest ) &&
10084 critter_at<npc>( fdest ) == nullptr &&
10085 critter_at<monster>( fdest ) == nullptr &&
10086 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
10087 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
10088 !m.has_furn( fdest ) &&
10089 !m.veh_at( fdest ) &&
10090 ( !has_floor || m.tr_at( fdest ).is_null() )
10091 );
10092
10093 const furn_t furntype = m.furn( fpos ).obj();
10094 const int src_items = m.i_at( fpos ).size();
10095 const int dst_items = m.i_at( fdest ).size();
10096
10097 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
10098 [&]( item & liquid_item ) {
10099 return liquid_item.made_of( LIQUID );
10100 } );
10101
10102 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
10103 !m.has_flag( "SWIMMABLE", fdest ) &&
10104 !m.has_flag( "DESTROY_ITEM", fdest );
10105
10106 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
10107 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
10108 m.furn( fpos ).obj().has_flag( "SEALED" );
10109
10110 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
10111 time_duration fire_age = m.get_field_age( fpos, fd_fire );
10112
10113 int str_req = furntype.move_str_req;
10114 // Factor in weight of items contained in the furniture.
10115 units::mass furniture_contents_weight = 0_gram;
10116 for( auto &contained_item : m.i_at( fpos ) ) {
10117 furniture_contents_weight += contained_item.weight();
10118 }
10119 str_req += furniture_contents_weight / 4_kilogram;
10120 if( !canmove ) {
10121 // TODO: What is something?
10122 add_msg( _( "The %s collides with something." ), furntype.name() );
10123 u.moves -= 50;
10124 return true;
10125 ///\EFFECT_STR determines ability to drag furniture
10126 } else if( str_req > u.get_str() &&
10127 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
10128 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
10129 furntype.name() );
10130 u.moves -= 100;
10131 u.mod_pain( 1 ); // Hurt ourselves.
10132 return true; // furniture and or obstacle wins.
10133 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
10134 add_msg( _( "There's stuff in the way." ) );
10135 u.moves -= 50;
10136 return true;
10137 }
10138
10139 u.moves -= str_req * 10;
10140 // Additional penalty if we can't comfortably move it.
10141 if( str_req > u.get_str() ) {
10142 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
10143 if( move_penalty <= 1000 ) {
10144 if( u.get_str() >= str_req - 3 ) {
10145 u.moves -= std::max( 3000, move_penalty * 10 );
10146 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
10147 if( one_in( 3 ) ) {
10148 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
10149 return true;
10150 }
10151 } else {
10152 u.moves -= 100;
10153 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
10154 return true;
10155 }
10156 }
10157 u.moves -= move_penalty;
10158 if( move_penalty > 500 ) {
10159 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
10160 furntype.name() );
10161 } else if( move_penalty > 200 ) {
10162 if( one_in( 3 ) ) { // Nag only occasionally.
10163 add_msg( _( "It takes some time to move the heavy %s." ),
10164 furntype.name() );
10165 }
10166 }
10167 }
10169 _( "a scraping noise." ), true, "misc", "scraping" );
10170
10172 ( tripoint_abs_ms( m.getabs( fpos ) ) );
10173
10174 // Actually move the furniture.
10175 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
10176 m.furn_set( fpos, f_null );
10177
10178 if( fire_intensity == 1 && !pulling_furniture ) {
10179 m.remove_field( fpos, fd_fire );
10180 m.set_field_intensity( fdest, fd_fire, fire_intensity );
10181 m.set_field_age( fdest, fd_fire, fire_age );
10182 }
10183
10184 // Is there is only liquids on the ground, remove them after moving furniture.
10185 if( dst_items > 0 && only_liquid_items ) {
10186 m.i_clear( fdest );
10187 }
10188
10189 if( src_items > 0 ) { // Move the stuff inside.
10190 if( dst_item_ok && src_item_ok ) {
10191 // Assume contents of both cells are legal, so we can just swap contents.
10192 std::list<item> temp;
10193 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
10194 std::back_inserter( temp ) );
10195 m.i_clear( fpos );
10196 for( auto item_iter = m.i_at( fdest ).begin();
10197 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
10198 m.i_at( fpos ).insert( *item_iter );
10199 }
10200 m.i_clear( fdest );
10201 for( auto &cur_item : temp ) {
10202 m.i_at( fdest ).insert( cur_item );
10203 }
10204 } else {
10205 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
10206 }
10207 }
10208
10209 if( shifting_furniture ) {
10210 // We didn't move
10211 tripoint d_sum = u.grab_point + dp;
10212 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
10213 u.grab_point = d_sum; // furniture moved relative to us
10214 } else { // we pushed furniture out of reach
10215 add_msg( _( "You let go of the %s." ), furntype.name() );
10216 u.grab( OBJECT_NONE );
10217 }
10218 return true; // We moved furniture but stayed still.
10219 }
10220
10221 if( pushing_furniture && m.impassable( fpos ) ) {
10222 // Not sure how that chair got into a wall, but don't let player follow.
10223 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
10224 furntype.name(), m.tername( fdest ) );
10225 u.grab( OBJECT_NONE );
10226 return true;
10227 }
10228
10229 return false;
10230}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4048
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:639
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:5139
void insert(const item &newitem) override
Definition: map.cpp:152
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5457
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5331
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5365
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5371
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5344
std::string tername(const tripoint &p) const
Definition: map.cpp:1720
void i_clear(const tripoint &p)
Definition: map.cpp:4115
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1371
bool has_floor(const tripoint &p) const
Definition: map.cpp:2018
tripoint grab_point
Definition: player.h:683
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:505
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 10232 of file game.cpp.

10233{
10234 if( u.get_grab_type() == OBJECT_NONE ) {
10235 return false;
10236 }
10237
10238 if( dp.z != 0 ) {
10239 // No dragging stuff up/down stairs yet!
10240 return false;
10241 }
10242
10243 // vehicle: pulling, pushing, or moving around the grabbed object.
10244 if( u.get_grab_type() == OBJECT_VEHICLE ) {
10245 return grabbed_veh_move( dp );
10246 }
10247
10248 if( u.get_grab_type() == OBJECT_FURNITURE ) {
10249 return grabbed_furn_move( dp );
10250 }
10251
10252 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
10254 u.grab( OBJECT_NONE );
10255 return false;
10256}
object_type get_grab_type() const
Definition: avatar.cpp:647
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:10060
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 // Set player location to illegal value so it can't collide with vehicle.
159 const tripoint player_prev = u.pos();
161 std::vector<veh_collision> colls;
162 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
163 u.setpos( player_prev );
164 if( !colls.empty() ) {
165 blocker_name = colls.front().target_name;
166 }
167 return failed ? tripoint_zero : actual_dir;
168 };
169
170 // First try the move as intended
171 // But if that fails and the move is a zig-zag, try to recover:
172 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
173 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
174 if( final_dp_veh == tripoint_zero && zigzag ) {
175 final_dp_veh = get_move_dir( -prev_grab, -dp );
176 next_grab = -dp;
177 }
178
179 if( final_dp_veh == tripoint_zero ) {
180 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
181 u.grab_point = prev_grab;
182 return true;
183 }
184
185 u.grab_point = next_grab;
186
187 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
188
189 if( grabbed_vehicle ) {
190 m.level_vehicle( *grabbed_vehicle );
191 grabbed_vehicle->check_falling_or_floating();
192 } else {
193 debugmsg( "Grabbed vehicle disappeared" );
194 return false;
195 }
196
197 for( int p : wheel_indices ) {
198 if( one_in( 2 ) ) {
199 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
200 grabbed_vehicle->handle_trap( wheel_p, p );
201 }
202 }
203
204 return false;
205
206}
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1791
bool displace_vehicle(vehicle &veh, const tripoint &dp, bool adjust_pos=true, const std::set< int > &parts_to_move={})
Definition: map.cpp:1098
void level_vehicle(vehicle &veh)
Definition: map.cpp:1282
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5636
tripoint global_pos3() const
Definition: vehicle.cpp:3101
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3024
bool valid_wheel_config() const
Definition: vehicle.cpp:4279
units::mass total_mass() const
Definition: vehicle.cpp:3126
std::vector< int > wheelcache
Definition: vehicle.h:1761
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1891
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6778
int part_count() const
Definition: vehicle.cpp:6887
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3082
vehicle_part & part(int part_num)
Definition: vehicle.cpp:6892
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3106
units::angle turn_dir
Definition: vehicle.h:1870
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), map::level_vehicle(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1514 of file handle_action.cpp.

1515{
1516 std::string action;
1517 input_context ctxt;
1519 user_turn current_turn;
1520 // Check if we have an auto-move destination
1521 if( u.has_destination() ) {
1523 if( act == ACTION_NULL ) {
1524 add_msg( m_info, _( "Auto-move canceled" ) );
1526 return false;
1527 }
1528 } else if( u.has_destination_activity() ) {
1529 // starts destination activity after the player successfully reached his destination
1531 return false;
1532 } else {
1533 // No auto-move, ask player for input
1534 ctxt = get_player_input( action );
1535 }
1536
1537 const optional_vpart_position vp = m.veh_at( u.pos() );
1538 bool veh_ctrl = !u.is_dead_state() &&
1539 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1540
1541 // If performing an action with right mouse button, co-ordinates
1542 // of location clicked.
1543 cata::optional<tripoint> mouse_target;
1544
1545 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1546 uquit = QUIT_DIED;
1547 return false;
1548 }
1549
1550 if( act == ACTION_NULL ) {
1552
1553 if( act == ACTION_KEYBINDINGS ) {
1554 // already handled by input context
1555 return false;
1556 }
1557
1558 if( act == ACTION_MAIN_MENU ) {
1559 if( uquit == QUIT_WATCH ) {
1560 return false;
1561 }
1562 // No auto-move actions have or can be set at this point.
1564 destination_preview.clear();
1566 if( act == ACTION_NULL ) {
1567 return false;
1568 }
1569 }
1570
1571 if( act == ACTION_ACTIONMENU ) {
1572 if( uquit == QUIT_WATCH ) {
1573 return false;
1574 }
1575 // No auto-move actions have or can be set at this point.
1577 destination_preview.clear();
1579 if( act == ACTION_NULL ) {
1580 return false;
1581 }
1582#if defined(__ANDROID__)
1583 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1584 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1585 }
1586#endif
1587 }
1588
1589 if( act == ACTION_KEYBINDINGS ) {
1591 destination_preview.clear();
1592 act = ctxt.display_menu( true );
1593 if( act == ACTION_NULL ) {
1594 return false;
1595 }
1596 }
1597
1600 }
1601
1602 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1603 // Mouse button click
1604 if( veh_ctrl ) {
1605 // No mouse use in vehicle
1606 return false;
1607 }
1608
1609 if( u.is_dead_state() ) {
1610 // do not allow mouse actions while dead
1611 return false;
1612 }
1613
1614 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1615 if( !mouse_pos ) {
1616 return false;
1617 } else if( !u.sees( *mouse_pos ) ) {
1618 // Not clicked in visible terrain
1619 return false;
1620 }
1621 mouse_target = mouse_pos;
1622
1623 if( act == ACTION_SELECT ) {
1624 // Note: The following has the potential side effect of
1625 // setting auto-move destination state in addition to setting
1626 // act.
1627 if( !try_get_left_click_action( act, *mouse_target ) ) {
1628 return false;
1629 }
1630 } else if( act == ACTION_SEC_SELECT ) {
1631 if( !try_get_right_click_action( act, *mouse_target ) ) {
1632 return false;
1633 }
1634 }
1635 } else if( act != ACTION_TIMEOUT ) {
1636 // act has not been set for an auto-move, so clearing possible
1637 // auto-move destinations. Since initializing an auto-move with
1638 // the mouse may span across multiple actions, we do not clear the
1639 // auto-move destination if the action is only a timeout, as this
1640 // would require the user to double click quicker than the
1641 // timeout delay.
1643 destination_preview.clear();
1644 }
1645 }
1646
1647 if( act == ACTION_NULL ) {
1648 const input_event &&evt = ctxt.get_raw_input();
1649 if( !evt.sequence.empty() ) {
1650 const int ch = evt.get_first_input();
1651 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1652 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1653 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1654 if( const cata::optional<std::string> hint =
1656 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1657 "the current context." ),
1658 *hint );
1659 }
1660 }
1661 }
1662 return false;
1663 }
1664
1665 // This has no action unless we're in a special game mode.
1666 gamemode->pre_action( act );
1667
1668 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1669
1670 int before_action_moves = u.moves;
1671
1672 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1673 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1674 switch( act ) {
1677 break;
1678
1679 case ACTION_CENTER:
1682 break;
1683
1684 case ACTION_SHIFT_N:
1685 case ACTION_SHIFT_NE:
1686 case ACTION_SHIFT_E:
1687 case ACTION_SHIFT_SE:
1688 case ACTION_SHIFT_S:
1689 case ACTION_SHIFT_SW:
1690 case ACTION_SHIFT_W:
1691 case ACTION_SHIFT_NW: {
1692 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1701 };
1703 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1704 }
1705 break;
1706
1707 case ACTION_LOOK:
1708 look_around();
1709 break;
1710
1711 case ACTION_KEYBINDINGS:
1712 // already handled by input context
1713 break;
1714
1715 default:
1716 break;
1717 }
1718 }
1719
1720 // actions allowed only while alive
1721 if( !u.is_dead_state() ) {
1722 switch( act ) {
1723 case ACTION_NULL:
1724 case NUM_ACTIONS:
1725 break; // dummy entries
1726 case ACTION_ACTIONMENU:
1727 case ACTION_MAIN_MENU:
1728 case ACTION_KEYBINDINGS:
1729 break; // handled above
1730
1731 case ACTION_TIMEOUT:
1732 if( check_safe_mode_allowed( false ) ) {
1733 u.pause();
1734 }
1735 break;
1736
1737 case ACTION_PAUSE:
1738 if( check_safe_mode_allowed() ) {
1739 u.pause();
1740 }
1741 break;
1742
1743 case ACTION_CYCLE_MOVE:
1745 break;
1746
1747 case ACTION_RESET_MOVE:
1749 break;
1750
1751 case ACTION_TOGGLE_RUN:
1753 break;
1754
1757 break;
1758
1761 break;
1762
1763 case ACTION_MOVE_FORTH:
1765 case ACTION_MOVE_RIGHT:
1767 case ACTION_MOVE_BACK:
1769 case ACTION_MOVE_LEFT:
1771 if( !u.get_value( "remote_controlling" ).empty() &&
1775 } else if( veh_ctrl ) {
1776 // vehicle control uses x for steering and y for ac/deceleration,
1777 // so no rotation needed
1779 } else {
1781 if( auto_travel_mode && !u.is_auto_moving() ) {
1782 for( int i = 0; i < SEEX; i++ ) {
1783 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1784 u.posy() + dest_delta.y * ( SEEX - i ),
1785 u.posz() );
1787 auto_travel_destination,
1789 u.get_path_avoid() );
1790 if( !destination_preview.empty() ) {
1793 break;
1794 }
1795 }
1798 if( dest_next == point_zero ) {
1800 }
1801 dest_delta = dest_next;
1802 }
1803 if( !avatar_action::move( u, m, dest_delta ) ) {
1804 // auto-move should be canceled due to a failed move or obstacle
1806 }
1807 }
1808 break;
1809 case ACTION_MOVE_DOWN:
1810 if( u.is_mounted() ) {
1811 auto mon = u.mounted_creature.get();
1812 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1813 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1814 break;
1815 }
1816 }
1817 if( !u.in_vehicle ) {
1818 vertical_move( -1, false );
1819 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1821 }
1822 break;
1823
1824 case ACTION_MOVE_UP:
1825 if( u.is_mounted() ) {
1826 auto mon = u.mounted_creature.get();
1827 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1828 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1829 break;
1830 }
1831 }
1832 if( !u.in_vehicle ) {
1833 vertical_move( 1, false );
1834 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1836 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1837 !vp->vehicle().has_sufficient_rotorlift() ) {
1838 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1839 }
1840 break;
1841
1842 case ACTION_OPEN:
1844 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1845 } else if( u.is_mounted() ) {
1846 add_msg( m_info, _( "You can't open things while you're riding." ) );
1847 } else {
1848 open();
1849 }
1850 break;
1851
1852 case ACTION_CLOSE:
1854 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1855 } else if( u.is_mounted() ) {
1856 auto mon = u.mounted_creature.get();
1857 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1858 add_msg( m_info, _( "You can't close things while you're riding." ) );
1859 }
1860 } else if( mouse_target ) {
1861 doors::close_door( m, u, *mouse_target );
1862 } else {
1863 close();
1864 }
1865 break;
1866
1867 case ACTION_SMASH:
1868 if( veh_ctrl ) {
1869 handbrake();
1870 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1871 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1872 } else {
1873 smash();
1874 }
1875 break;
1876
1877 case ACTION_EXAMINE:
1879 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1880 } else if( mouse_target ) {
1881 examine( *mouse_target );
1882 } else {
1883 examine();
1884 }
1885 break;
1886
1887 case ACTION_ADVANCEDINV:
1889 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1890 } else if( u.is_mounted() ) {
1891 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1892 } else {
1894 }
1895 break;
1896
1897 case ACTION_PICKUP:
1899 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1900 } else if( u.is_mounted() ) {
1901 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1902 } else if( mouse_target ) {
1903 pickup( *mouse_target );
1904 } else {
1905 pickup();
1906 }
1907 break;
1908
1909 case ACTION_PICKUP_FEET:
1911 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1912 } else {
1913 pickup_feet();
1914 }
1915 break;
1916
1917 case ACTION_GRAB:
1919 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1920 } else if( u.is_mounted() ) {
1921 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1922 } else {
1923 grab();
1924 }
1925 break;
1926
1927 case ACTION_HAUL:
1929 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1930 } else if( u.is_mounted() ) {
1931 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1932 } else {
1933 haul();
1934 }
1935 break;
1936
1937 case ACTION_BUTCHER:
1939 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1940 } else if( u.is_mounted() ) {
1941 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1942 } else {
1943 butcher();
1944 }
1945 break;
1946
1947 case ACTION_CHAT:
1948 chat();
1949 break;
1950
1951 case ACTION_PEEK:
1953 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1954 } else if( u.is_mounted() ) {
1955 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1956 } else {
1957 peek();
1958 }
1959 break;
1960
1961 case ACTION_LIST_ITEMS:
1963 break;
1964
1965 case ACTION_ZONES:
1966 zones_manager();
1967 break;
1968
1969 case ACTION_LOOT:
1970 loot();
1971 break;
1972
1973 case ACTION_INVENTORY:
1975 break;
1976
1977 case ACTION_COMPARE:
1979 break;
1980
1981 case ACTION_ORGANIZE:
1983 break;
1984
1985 case ACTION_USE:
1986 // Shell-users are presumed to be able to mess with their inventories, etc
1987 // while in the shell. Eating, gear-changing, and item use are OK.
1989 break;
1990
1991 case ACTION_USE_WIELDED:
1992 u.use_wielded();
1993 break;
1994
1995 case ACTION_WEAR:
1996 wear();
1997 break;
1998
1999 case ACTION_TAKE_OFF:
2000 takeoff();
2001 break;
2002
2003 case ACTION_EAT:
2004 if( !avatar_action::eat_here( u ) ) {
2006 }
2007 break;
2008
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2015 case ACTION_READ:
2016 // Shell-users are presumed to have the book just at an opening and read it that way
2017 read();
2018 break;
2019
2020 case ACTION_WIELD:
2021 wield();
2022 break;
2023
2024 case ACTION_PICK_STYLE:
2025 u.martial_arts_data->pick_style( u );
2026 break;
2027
2028 case ACTION_RELOAD_ITEM:
2029 reload_item();
2030 break;
2031
2033 reload_weapon();
2034 break;
2035
2038 break;
2039
2040 case ACTION_UNLOAD:
2042 break;
2043
2044 case ACTION_MEND:
2046 break;
2047
2048 case ACTION_THROW: {
2049 item_location loc;
2050 avatar_action::plthrow( g->u, loc );
2051 break;
2052 }
2053
2054 case ACTION_FIRE:
2055 fire();
2056 break;
2057
2058 case ACTION_CAST_SPELL:
2059 cast_spell();
2060 break;
2061
2062 case ACTION_FIRE_BURST: {
2063 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2065 }
2066 break;
2067 }
2068
2070 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2071 if( u.weapon.gun_all_modes().size() > 1 ) {
2073 } else {
2074 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2075 }
2076 }
2077 break;
2078
2080 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2082 }
2083 break;
2084
2085 case ACTION_DROP:
2086 // You CAN drop things to your own tile while in the shell.
2087 drop();
2088 break;
2089
2090 case ACTION_DIR_DROP:
2092 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2093 } else {
2095 }
2096 break;
2097 case ACTION_BIONICS:
2098 u.power_bionics();
2099 break;
2100 case ACTION_MUTATIONS:
2102 break;
2103
2104 case ACTION_SORT_ARMOR:
2105 u.sort_armor();
2106 break;
2107
2108 case ACTION_WAIT:
2109 wait();
2110 break;
2111
2112 case ACTION_CRAFT:
2114 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2115 } else if( u.is_mounted() ) {
2116 add_msg( m_info, _( "You can't craft while you're riding." ) );
2117 } else {
2118 u.craft();
2119 }
2120 break;
2121
2122 case ACTION_RECRAFT:
2124 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2125 } else if( u.is_mounted() ) {
2126 add_msg( m_info, _( "You can't craft while you're riding." ) );
2127 } else {
2128 u.recraft();
2129 }
2130 break;
2131
2132 case ACTION_LONGCRAFT:
2134 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2135 } else if( u.is_mounted() ) {
2136 add_msg( m_info, _( "You can't craft while you're riding." ) );
2137 } else {
2138 u.long_craft();
2139 }
2140 break;
2141
2142 case ACTION_DISASSEMBLE:
2143 if( u.controlling_vehicle ) {
2144 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2145 } else if( u.is_mounted() ) {
2146 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2147 } else {
2148 u.disassemble();
2149 }
2150 break;
2151
2152 case ACTION_CONSTRUCT:
2153 if( u.in_vehicle ) {
2154 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2155 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2156 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2157 } else if( u.is_mounted() ) {
2158 add_msg( m_info, _( "You can't construct while you're riding." ) );
2159 } else {
2160 construction_menu( false );
2161 }
2162 break;
2163
2164 case ACTION_SLEEP:
2165 if( veh_ctrl ) {
2166 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2167 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2168 _( "new default binding is '^'." ) ) );
2169 } else {
2170 sleep();
2171 }
2172 break;
2173
2176 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2177 } else if( u.is_mounted() ) {
2178 u.dismount();
2179 } else {
2181 }
2182 break;
2183
2186 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2187 break;
2188
2190 if( safe_mode == SAFE_MODE_OFF ) {
2192 mostseen = 0;
2193 add_msg( m_info, _( "Safe mode ON!" ) );
2194 } else {
2197 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2198 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2199 }
2203 }
2204 break;
2205
2207 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2208 add_msg( m_info, autosafemode_option.value_as<bool>()
2209 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2210 autosafemode_option.setNext();
2211 break;
2212 }
2213
2215 if( safe_mode == SAFE_MODE_STOP ) {
2216 add_msg( m_info, _( "Ignoring enemy!" ) );
2217 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2218 monster &critter = *elem;
2219 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2220 }
2222 } else if( u.has_effect( effect_laserlocked ) ) {
2223 if( u.has_trait( trait_PROF_CHURL ) ) {
2224 add_msg( m_warning, _( "You make the sign of the cross." ) );
2225 } else {
2226 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2227 }
2230 }
2231 break;
2232
2234 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2236 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2238 mostseen = 0;
2239 } else {
2240 get_safemode().show();
2241 }
2242 break;
2243
2244 case ACTION_SUICIDE:
2245 if( query_yn( _( "Commit suicide?" ) ) ) {
2246 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2247 u.moves = 0;
2248 u.place_corpse();
2250 }
2251 }
2252 break;
2253
2254 case ACTION_SAVE:
2255 if( query_yn( _( "Save and quit?" ) ) ) {
2256 if( save() ) {
2257 u.moves = 0;
2258 uquit = QUIT_SAVED;
2259 }
2260 }
2261 break;
2262
2263 case ACTION_QUICKSAVE:
2264 quicksave();
2265 return false;
2266
2267 case ACTION_QUICKLOAD:
2268 quickload();
2269 return false;
2270
2271 case ACTION_PL_INFO:
2272 u.disp_info();
2273 break;
2274
2275 case ACTION_MAP:
2277 break;
2278
2279 case ACTION_SKY:
2280 if( m.is_outside( u.pos() ) ) {
2282 } else {
2283 add_msg( m_info, _( "You can't see the sky from here." ) );
2284 }
2285 break;
2286
2287 case ACTION_MISSIONS:
2288 list_missions();
2289 break;
2290
2291 case ACTION_SCORES:
2293 break;
2294
2295 case ACTION_FACTIONS:
2296 faction_manager_ptr->display();
2297 break;
2298
2299 case ACTION_MORALE:
2300 u.disp_morale();
2301 break;
2302
2303 case ACTION_MESSAGES:
2305 break;
2306
2307 case ACTION_HELP:
2309 break;
2310
2311 case ACTION_OPTIONS:
2312 get_options().show( true );
2313 break;
2314
2315 case ACTION_AUTOPICKUP:
2317 break;
2318
2319 case ACTION_AUTONOTES:
2321 break;
2322
2323 case ACTION_SAFEMODE:
2324 get_safemode().show();
2325 break;
2326
2327 case ACTION_COLOR:
2328 all_colors.show_gui();
2329 break;
2330
2331 case ACTION_WORLD_MODS:
2332 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2333 break;
2334
2335 case ACTION_DEBUG:
2337 break; //don't do anything when sharing and not debugger
2338 }
2340 break;
2341
2344 break;
2345
2348 break;
2349
2352 break;
2353
2356 break;
2357
2359 get_options().get_option( "AUTO_FEATURES" ).setNext();
2360 get_options().save();
2361 //~ Auto Features are now ON/OFF
2362 add_msg( _( "%s are now %s." ),
2363 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2364 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2365 break;
2366
2368 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2369 get_options().save();
2370 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2371 add_msg( _( "%s is now set to %s." ),
2372 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2373 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2374 break;
2375
2377 get_options().get_option( "AUTO_MINING" ).setNext();
2378 get_options().save();
2379 //~ Auto Mining is now ON/OFF
2380 add_msg( _( "%s is now %s." ),
2381 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2382 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2383 break;
2384
2386 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2387 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2388 u.set_value( "THIEF_MODE_KEEP", "YES" );
2389 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2390 add_msg( _( "You will not pick up other peoples belongings." ) );
2391 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2392 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2393 u.set_value( "THIEF_MODE_KEEP", "YES" );
2394 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2395 add_msg( _( "You will pick up also those things that belong to others!" ) );
2396 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2397 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2398 u.set_value( "THIEF_MODE_KEEP", "NO" );
2399 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2400 add_msg( _( "You will be reminded not to steal." ) );
2401 } else {
2402 // ERROR
2403 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2404 }
2405 break;
2406
2408 get_options().get_option( "AUTO_FORAGING" ).setNext();
2409 get_options().save();
2410 //~ Auto Foraging is now set to x
2411 add_msg( _( "%s is now set to %s." ),
2412 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2413 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2414 break;
2415
2417 get_options().get_option( "AUTO_PICKUP" ).setNext();
2418 get_options().save();
2419 //~ Auto pickup is now set to x
2420 add_msg( _( "%s is now set to %s." ),
2421 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2422 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2423 break;
2424
2427 break; //don't do anything when sharing and not debugger
2428 }
2429 display_scent();
2430 break;
2431
2434 break; //don't do anything when sharing and not debugger
2435 }
2436 display_scent();
2437 break;
2438
2441 break; //don't do anything when sharing and not debugger
2442 }
2444 break;
2447 break; //don't do anything when sharing and not debugger
2448 }
2450 break;
2453 break; //don't do anything when sharing and not debugger
2454 }
2456 break;
2457
2460 break; //don't do anything when sharing and not debugger
2461 }
2463 break;
2464
2467 break; //don't do anything when sharing and not debugger
2468 }
2470 break;
2471
2474 break; //don't do anything when sharing and not debugger
2475 }
2477 break;
2478
2480 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2481 break;
2482
2485 break;
2486
2489 break; //don't do anything when sharing and not debugger
2490 }
2492 if( debug_mode ) {
2493 add_msg( m_info, _( "Debug mode ON!" ) );
2494 } else {
2495 add_msg( m_info, _( "Debug mode OFF!" ) );
2496 }
2497 break;
2498
2499 case ACTION_ZOOM_IN:
2500 zoom_in();
2502 break;
2503
2504 case ACTION_ZOOM_OUT:
2505 zoom_out();
2507 break;
2508
2509 case ACTION_ITEMACTION:
2511 break;
2512
2513 case ACTION_AUTOATTACK:
2515 break;
2516
2517 default:
2518 break;
2519 }
2520 }
2521 if( act != ACTION_TIMEOUT ) {
2522 u.mod_moves( -current_turn.moves_elapsed() );
2523 }
2524 gamemode->post_action( act );
2525
2526 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2527 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2528 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2529 return ( !u.is_dead_state() );
2530}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:468
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:347
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:417
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:931
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:506
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:650
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:265
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:259
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:263
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:267
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:261
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:269
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1589
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2542
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9919
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9933
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1237
item weapon
Definition: character.h:1585
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1325
std::string get_value(const std::string &key) const
Definition: creature.cpp:1335
void mod_moves(int nmoves)
Definition: creature.cpp:1402
void cycle_move_mode()
Definition: avatar.cpp:1214
void toggle_map_memory()
Definition: avatar.cpp:117
void toggle_crouch_mode()
Definition: avatar.cpp:1198
void toggle_run_mode()
Definition: avatar.cpp:1189
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:985
void reset_move_mode()
Definition: avatar.cpp:1207
void item_action_menu()
void display_radiation()
Definition: game.cpp:11765
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2604
void wield()
Definition: game.cpp:9096
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:9169
void reload_wielded(bool prompt=false)
Definition: game.cpp:8929
cata::optional< tripoint > look_around()
Definition: game.cpp:6837
void pickup_feet()
Definition: game.cpp:5894
void zones_manager()
Definition: game.cpp:6362
int turnssincelastmon
Definition: game.h:1069
void display_visibility()
Definition: game.cpp:11679
void display_scent()
Definition: game.cpp:11644
bool save()
Returns false if saving failed.
Definition: game.cpp:3097
void butcher()
Definition: game.cpp:8556
void display_temperature()
Definition: game.cpp:11665
bool auto_travel_mode
Definition: game.h:1066
void zoom_out()
Definition: game.cpp:7304
void toggle_pixel_minimap()
Definition: game.cpp:508
void toggle_debug_hour_timer()
Definition: game.cpp:11711
void display_transparency()
Definition: game.cpp:11772
void list_items_monsters()
Definition: game.cpp:7481
void chat()
Definition: npctalk.cpp:393
void quickload()
Definition: game.cpp:11807
void pickup()
Definition: game.cpp:5872
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10492
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11739
void control_vehicle()
Definition: game.cpp:5443
void peek()
Definition: game.cpp:5901
void drop()
Definition: game.cpp:8295
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2632
void reload_weapon(bool try_everything=true)
Definition: game.cpp:8939
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:9107
void zoom_in()
Definition: game.cpp:7316
void toggle_fullscreen()
Definition: game.cpp:498
void display_vehicle_ai()
Definition: game.cpp:11672
void reload_item()
Definition: game.cpp:8915
void reload_tileset()
Definition: game.cpp:519
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3345
void drop_in_direction()
Definition: game.cpp:8300
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6363
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7754
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4706
bool is_gunmod() const
Definition: item.cpp:6393
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7673
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7745
bool is_outside(const tripoint &p) const
Definition: map.cpp:2572
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:255
short ignoring
Definition: monster.h:505
cOpt & get_option(const std::string &name)
Definition: options.cpp:3334
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2722
void show_adm()
Definition: panels.cpp:2401
void pause()
Definition: player.cpp:756
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:334
void disp_info()
Handles and displays detailed character info for the '@' screen.
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3229
int movecounter
Definition: player.h:696
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:345
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:354
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
construction_id construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void mend(avatar &you, item_location loc)
void unload(avatar &you)
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:255
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3742
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, auto_travel_mode, avatar_action::autoattack(), bio_remote, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, player::disassemble(), Character::dismount(), player::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), input_context::get_coordinates(), get_delta_from_movement_action(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), reload_item(), reload_tileset(), reload_weapon(), reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2054 of file game.cpp.

2055{
2057 const std::string action = ctxt.handle_input( 0 );
2058 bool refresh = true;
2059 if( action == "pause" ) {
2061 cancel_activity_query( _( "Confirm:" ) );
2062 }
2063 } else if( action == "player_data" ) {
2064 u.disp_info();
2065 } else if( action == "messages" ) {
2067 } else if( action == "help" ) {
2069 } else if( action != "HELP_KEYBINDINGS" ) {
2070 refresh = false;
2071 }
2072 if( refresh ) {
2075 }
2076}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1839
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), player::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2311 of file game.cpp.

2312{
2313 cata::optional<tripoint> liveview_pos;
2314
2315 do {
2316 action = ctxt.handle_input();
2317 if( action == "MOUSE_MOVE" ) {
2318 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2319 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2320 liveview_pos = mouse_pos;
2321 liveview.show( *liveview_pos );
2322 } else if( !mouse_pos ) {
2323 liveview_pos.reset();
2324 liveview.hide();
2325 }
2327 }
2328 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2329
2330 if( action != "TIMEOUT" ) {
2331 // Keyboard event, break out of animation loop
2332 liveview.hide();
2333 return false;
2334 }
2335
2336 // Mouse movement or un-handled key
2337 return true;
2338}
void reset() noexcept
Definition: optional.h:155
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 622 of file game.cpp.

623{
624 return gamemode && gamemode->id() != SGAME_NULL;
625}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11779 of file game.cpp.

11780{
11782 last_save_timestamp = time( nullptr );
11783}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 392 of file game_inventory.cpp.

394{
396 title, radius, none_message );
397}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:330

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

Referenced by reload_item().

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ inventory_item_menu()

int game::inventory_item_menu ( item_location  locThisItem,
const std::function< int()> &  startx = []() { return 0; },
const std::function< int()> &  width = []() { return 50; },
inventory_item_menu_positon  position = RIGHT_OF_INFO 
)

Definition at line 2086 of file game.cpp.

2090{
2091 int cMenu = static_cast<int>( '+' );
2092
2093 item &oThisItem = *locThisItem;
2094 if( u.has_item( oThisItem ) ) {
2095#if defined(__ANDROID__)
2096 if( get_option<bool>( "ANDROID_INVENTORY_AUTOADD" ) ) {
2097 add_key_to_quick_shortcuts( oThisItem.invlet, "INVENTORY", false );
2098 }
2099#endif
2100
2101 std::vector<iteminfo> vThisItem;
2102 std::vector<iteminfo> vDummy;
2103
2104 const bool bHPR = get_auto_pickup().has_rule( &oThisItem );
2105 const bool cant_unwield_weapon = u.weapon.has_flag( "NO_UNWIELD" );
2106 const bool cant_drop_this = cant_unwield_weapon && u.is_wielding( oThisItem );
2107 const hint_rating rate_wield_item = cant_unwield_weapon ? hint_rating::cant :
2109 const hint_rating rate_drop_item = cant_drop_this ? hint_rating::cant :
2111
2112 uilist action_menu;
2113 action_menu.allow_anykey = true;
2114 const auto addentry = [&]( const char key, const std::string & text, const hint_rating hint ) {
2115 // The char is used as retval from the uilist *and* as hotkey.
2116 action_menu.addentry( key, true, key, text );
2117 auto &entry = action_menu.entries.back();
2118 switch( hint ) {
2119 case hint_rating::cant:
2120 entry.text_color = c_light_gray;
2121 break;
2122 case hint_rating::iffy:
2123 entry.text_color = c_light_red;
2124 break;
2125 case hint_rating::good:
2126 entry.text_color = c_light_green;
2127 break;
2128 }
2129 };
2130 addentry( 'a', pgettext( "action", "activate" ), u.rate_action_use( oThisItem ) );
2131 addentry( 'R', pgettext( "action", "read" ), u.rate_action_read( oThisItem ) );
2132 addentry( 'E', pgettext( "action", "eat" ), u.rate_action_eat( oThisItem ) );
2133 addentry( 'W', pgettext( "action", "wear" ), u.rate_action_wear( oThisItem ) );
2134 addentry( 'w', pgettext( "action", "wield" ), rate_wield_item );
2135 addentry( 't', pgettext( "action", "throw" ), rate_drop_item );
2136 addentry( 'c', pgettext( "action", "change side" ), u.rate_action_change_side( oThisItem ) );
2137 addentry( 'T', pgettext( "action", "take off" ), u.rate_action_takeoff( oThisItem ) );
2138 addentry( 'd', pgettext( "action", "drop" ), rate_drop_item );
2139 addentry( 'U', pgettext( "action", "unload" ), u.rate_action_unload( oThisItem ) );
2140 addentry( 'r', pgettext( "action", "reload" ), u.rate_action_reload( oThisItem ) );
2141 addentry( 'p', pgettext( "action", "part reload" ), u.rate_action_reload( oThisItem ) );
2142 addentry( 'm', pgettext( "action", "mend" ), u.rate_action_mend( oThisItem ) );
2143 addentry( 'D', pgettext( "action", "disassemble" ), u.rate_action_disassemble( oThisItem ) );
2144
2145 if( oThisItem.is_favorite ) {
2146 addentry( 'f', pgettext( "action", "unfavorite" ), hint_rating::good );
2147 } else {
2148 addentry( 'f', pgettext( "action", "favorite" ), hint_rating::good );
2149 }
2150
2151 addentry( '=', pgettext( "action", "reassign" ), hint_rating::good );
2152
2153 if( bHPR ) {
2154 addentry( '-', _( "Autopickup" ), hint_rating::iffy );
2155 } else {
2156 addentry( '+', _( "Autopickup" ), hint_rating::good );
2157 }
2158
2159 int iScrollPos = 0;
2160 oThisItem.info( true, vThisItem );
2161
2162 action_menu.w_y_setup = 0;
2163 action_menu.w_x_setup = [&]( const int popup_width ) -> int {
2164 switch( position )
2165 {
2166 default:
2168 return 0;
2169 case LEFT_OF_INFO:
2170 return iStartX() - popup_width;
2171 case RIGHT_OF_INFO:
2172 return iStartX() + iWidth();
2173 case LEFT_TERMINAL_EDGE:
2174 return TERMX - popup_width;
2175 }
2176 };
2177 // Filtering isn't needed, the number of entries is manageable.
2178 action_menu.filtering = false;
2179 // Default menu border color is different, this matches the border of the item info window.
2180 action_menu.border_color = BORDER_COLOR;
2181
2182 item_info_data data( oThisItem.tname(), oThisItem.type_name(), vThisItem, vDummy, iScrollPos );
2183 data.without_getch = true;
2184
2185 catacurses::window w_info;
2186 int iScrollHeight = 0;
2187
2188 std::unique_ptr<ui_adaptor> ui = std::make_unique<ui_adaptor>();
2189 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
2190 w_info = catacurses::newwin( TERMY, iWidth(), point( iStartX(), 0 ) );
2191 iScrollHeight = TERMY - 2;
2192 ui.position_from_window( w_info );
2193 } );
2194 ui->mark_resize();
2195
2196 ui->on_redraw( [&]( const ui_adaptor & ) {
2197 draw_item_info( w_info, data );
2198 } );
2199
2200 bool exit = false;
2201 do {
2202 const int prev_selected = action_menu.selected;
2203 action_menu.query( false );
2204 if( action_menu.ret >= 0 ) {
2205 cMenu = action_menu.ret; /* Remember: hotkey == retval, see addentry above. */
2206 } else if( action_menu.ret == UILIST_UNBOUND && action_menu.keypress == KEY_RIGHT ) {
2207 // Simulate KEY_RIGHT == '\n' (confirm currently selected entry) for compatibility with old version.
2208 // TODO: ideally this should be done in the uilist, maybe via a callback.
2209 cMenu = action_menu.ret = action_menu.entries[action_menu.selected].retval;
2210 } else if( action_menu.keypress == KEY_PPAGE || action_menu.keypress == KEY_NPAGE ) {
2211 cMenu = action_menu.keypress;
2212 // Prevent the menu from scrolling with this key. TODO: Ideally the menu
2213 // could be instructed to ignore these two keys instead of scrolling.
2214 action_menu.selected = prev_selected;
2215 action_menu.fselected = prev_selected;
2216 action_menu.vshift = 0;
2217 } else {
2218 cMenu = 0;
2219 }
2220
2221 if( action_menu.ret != UILIST_WAIT_INPUT && action_menu.ret != UILIST_UNBOUND ) {
2222 exit = true;
2223 ui = nullptr;
2224 }
2225
2226 switch( cMenu ) {
2227 case 'a':
2228 avatar_action::use_item( u, locThisItem );
2229 break;
2230 case 'E':
2231 avatar_action::eat( u, locThisItem );
2232 break;
2233 case 'W':
2234 u.wear( oThisItem );
2235 break;
2236 case 'w':
2237 wield( locThisItem );
2238 break;
2239 case 't':
2240 avatar_action::plthrow( u, locThisItem );
2241 break;
2242 case 'c':
2243 u.change_side( locThisItem );
2244 break;
2245 case 'T':
2246 u.takeoff( oThisItem );
2247 break;
2248 case 'd':
2249 u.drop( locThisItem, u.pos() );
2250 break;
2251 case 'U':
2252 unload( locThisItem );
2253 break;
2254 case 'r':
2255 reload( locThisItem );
2256 break;
2257 case 'p':
2258 reload( locThisItem, true );
2259 break;
2260 case 'm':
2261 avatar_action::mend( u, locThisItem );
2262 break;
2263 case 'R':
2264 u.read( locThisItem );
2265 break;
2266 case 'D':
2267 u.disassemble( locThisItem, false );
2268 break;
2269 case 'f':
2270 oThisItem.is_favorite = !oThisItem.is_favorite;
2271 break;
2272 case '=':
2273 game_menus::inv::reassign_letter( u, oThisItem );
2274 break;
2275 case KEY_PPAGE:
2276 iScrollPos -= iScrollHeight;
2277 if( ui ) {
2278 ui->invalidate_ui();
2279 }
2280 break;
2281 case KEY_NPAGE:
2282 iScrollPos += iScrollHeight;
2283 if( ui ) {
2284 ui->invalidate_ui();
2285 }
2286 break;
2287 case '+':
2288 if( !bHPR ) {
2289 get_auto_pickup().add_rule( &oThisItem );
2290 add_msg( m_info, _( "'%s' added to character pickup rules." ), oThisItem.tname( 1,
2291 false ) );
2292 }
2293 break;
2294 case '-':
2295 if( bHPR ) {
2296 get_auto_pickup().remove_rule( &oThisItem );
2297 add_msg( m_info, _( "'%s' removed from character pickup rules." ), oThisItem.tname( 1,
2298 false ) );
2299 }
2300 break;
2301 default:
2302 break;
2303 }
2304 } while( !exit );
2305 }
2306 return cMenu;
2307}
hint_rating rate_action_change_side(const item &it) const
Used to determine player feedback on item use for the inventory code.
Definition: character.cpp:3666
bool is_wielding(const item &target) const
Definition: character.cpp:3216
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3679
hint_rating rate_action_eat(const item &it) const
void remove_rule(const item *it)
bool has_rule(const item *it)
void add_rule(const item *it)
hint_rating rate_action_read(const item &it) const
Definition: avatar.cpp:933
bool read(item_location loc, bool continuous=false)
Handles reading effects and returns true if activity started.
Definition: avatar.cpp:367
bool unload(item_location loc)
Definition: game.cpp:9003
void reload(item_location &loc, bool prompt=false, bool empty=true)
Definition: game.cpp:8831
bool is_favorite
Definition: item.h:2234
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1101
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9674
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4440
bool has_flag(const std::string &flag) const
Definition: item.cpp:5188
char invlet
Definition: item.h:2232
hint_rating rate_action_mend(const item &it) const
Definition: player.cpp:3296
cata::optional< std::list< item >::iterator > wear(int pos, bool interactive=true)
Wear item; returns false on fail.
Definition: player.cpp:2873
hint_rating rate_action_takeoff(const item &it) const
Definition: player.cpp:2923
hint_rating rate_action_reload(const item &it) const
Definition: player.cpp:3234
hint_rating rate_action_wear(const item &it) const
Definition: player.cpp:2638
hint_rating rate_action_disassemble(const item &it)
Definition: player.cpp:3305
hint_rating rate_action_unload(const item &it) const
Definition: player.cpp:3259
bool takeoff(item &it, std::list< item > *res=nullptr)
Takes off an item, returning false on fail.
Definition: player.cpp:2977
hint_rating rate_action_use(const item &it) const
Used to determine player feedback on item use for the inventory code.
Definition: player.cpp:3318
nc_color border_color
Definition: ui.h:328
int keypress
Definition: ui.h:413
bool filtering
Definition: ui.h:354
pos_scalar w_x_setup
Definition: ui.h:337
int fselected
Definition: ui.h:388
int selected
Definition: ui.h:415
bool allow_anykey
Definition: ui.h:360
int vshift
Definition: ui.h:386
std::vector< uilist_entry > entries
Definition: ui.h:323
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:96
static constexpr int KEY_NPAGE
Definition: input.h:65
static constexpr int KEY_PPAGE
Definition: input.h:66
static constexpr int KEY_RIGHT
Definition: input.h:40
hint_rating
Hint value used in a hack to decide text color.
Definition: item.h:2257
@ iffy
Item should display as red.
@ good
Item should display as green.
@ cant
Item should display as gray.
void reassign_letter(player &p, item &it)
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define BORDER_COLOR
Definition: output.h:135
const int UILIST_UNBOUND
Definition: ui.h:27
const int UILIST_WAIT_INPUT
Definition: ui.h:26

References _, add_msg(), auto_pickup::player_settings::add_rule(), uilist::addentry(), uilist::allow_anykey, BORDER_COLOR, uilist::border_color, c_light_gray, c_light_green, c_light_red, cant, Character::change_side(), player::disassemble(), draw_item_info(), Character::drop(), avatar_action::eat(), uilist::entries, uilist::filtering, uilist::fselected, get_auto_pickup(), good, item::has_flag(), visitable< T >::has_item(), auto_pickup::player_settings::has_rule(), iffy, item::info(), item::invlet, item::is_favorite, Character::is_wielding(), KEY_NPAGE, KEY_PPAGE, KEY_RIGHT, uilist::keypress, LEFT_OF_INFO, LEFT_TERMINAL_EDGE, m_info, avatar_action::mend(), catacurses::newwin(), pgettext(), avatar_action::plthrow(), Character::pos(), uilist::query(), Character::rate_action_change_side(), player::rate_action_disassemble(), Character::rate_action_eat(), player::rate_action_mend(), avatar::rate_action_read(), player::rate_action_reload(), player::rate_action_takeoff(), player::rate_action_unload(), player::rate_action_use(), player::rate_action_wear(), avatar::read(), game_menus::inv::reassign_letter(), reload(), auto_pickup::player_settings::remove_rule(), uilist::ret, RIGHT_OF_INFO, RIGHT_TERMINAL_EDGE, uilist::selected, player::takeoff(), TERMX, TERMY, item::tname(), item::type_name(), u, UILIST_UNBOUND, UILIST_WAIT_INPUT, unload(), avatar_action::use_item(), uilist::vshift, uilist::w_x_setup, uilist::w_y_setup, Character::weapon, player::wear(), wield(), and item_info_data::without_getch.

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 431 of file game.cpp.

432{
434}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9236 of file game.cpp.

9237{
9238 return !( get_dangerous_tile( dest_loc ).empty() );
9239}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9258

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 5139 of file game.cpp.

5140{
5141 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
5142 critter_at( p ) == nullptr;
5143}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2677 of file game.cpp.

2678{
2679 if( uquit == QUIT_WATCH ) {
2680 // deny player movement and dodging
2681 u.moves = 0;
2682 // prevent pain from updating
2683 u.set_pain( 0 );
2684 // prevent dodging
2685 u.dodges_left = 0;
2686 return false;
2687 }
2688 if( uquit == QUIT_DIED ) {
2689 if( u.in_vehicle ) {
2690 m.unboard_vehicle( u.pos() );
2691 }
2692 u.place_corpse();
2693 return true;
2694 }
2695 if( uquit == QUIT_SUICIDE ) {
2696 if( u.in_vehicle ) {
2697 m.unboard_vehicle( u.pos() );
2698 }
2699 return true;
2700 }
2701 if( uquit != QUIT_NO ) {
2702 return true;
2703 }
2704 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2705 if( u.is_dead_state() ) {
2707 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2708 uquit = QUIT_WATCH;
2709 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2710 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2712 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2713 uquit = QUIT_DIED;
2714 } else {
2715 // Something funky happened here, just die.
2716 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2717 uquit = QUIT_DIED;
2718 }
2719 return is_game_over();
2720 }
2721 return false;
2722}
int dodges_left
Definition: character.h:616
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:1119
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:187
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3936 of file game.cpp.

3937{
3938 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3939 get_option<int>( "SAFEMODEPROXIMITY" );
3940 return is_hostile_within( distance );
3941}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3948

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3943 of file game.cpp.

3944{
3946}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:189

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3948 of file game.cpp.

3949{
3950 for( auto &critter : u.get_visible_creatures( distance ) ) {
3951 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3952 return critter;
3953 }
3954 }
3955
3956 return nullptr;
3957}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 5145 of file game.cpp.

5146{
5147 return weather::is_in_sunlight( m, p, get_weather().weather_id );
5148}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3582 of file game.cpp.

3583{
3584 const tripoint diff( u.pos() + u.view_offset - p );
3585
3586 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3587 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3588}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 5150 of file game.cpp.

5151{
5152 return weather::is_sheltered( m, p );
5153}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6292 of file game.cpp.

6293{
6294 return zones_manager_open;
6295}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1101

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1583
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1283
void restack(player &p)
Definition: inventory.cpp:398
void unsort()
Definition: inventory.cpp:226
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult 
)

Definition at line 4572 of file game.cpp.

4573{
4574 std::vector<tripoint> traj;
4575 traj.clear();
4576 traj = line_to( s, t, 0, 0 );
4577 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4578 traj = continue_line( traj, force );
4579 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4580
4581 knockback( traj, stun, dam_mult );
4582}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult 
)

Definition at line 4588 of file game.cpp.

4589{
4590 // TODO: make the force parameter actually do something.
4591 // the header file says higher force causes more damage.
4592 // perhaps that is what it should do?
4593 tripoint tp = traj.front();
4594 if( !critter_at( tp ) ) {
4595 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4596 return;
4597 }
4598 std::size_t force_remaining = traj.size();
4599 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4600 if( stun > 0 ) {
4601 targ->add_effect( effect_stunned, 1_turns * stun );
4602 add_msg( _( "%s was stunned!" ), targ->name() );
4603 }
4604 for( size_t i = 1; i < traj.size(); i++ ) {
4605 if( m.impassable( traj[i].xy() ) ) {
4606 targ->setpos( traj[i - 1] );
4607 force_remaining = traj.size() - i;
4608 if( stun != 0 ) {
4609 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4610 add_msg( _( "%s was stunned!" ), targ->name() );
4611 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4612 targ->apply_damage( nullptr, bodypart_id( "torso" ), dam_mult * force_remaining );
4613 targ->check_dead_state();
4614 }
4615 m.bash( traj[i], 2 * dam_mult * force_remaining );
4616 break;
4617 } else if( critter_at( traj[i] ) ) {
4618 targ->setpos( traj[i - 1] );
4619 force_remaining = traj.size() - i;
4620 if( stun != 0 ) {
4621 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4622 add_msg( _( "%s was stunned!" ), targ->name() );
4623 }
4624 traj.erase( traj.begin(), traj.begin() + i );
4625 if( critter_at<monster>( traj.front() ) ) {
4626 add_msg( _( "%s collided with something else and sent it flying!" ),
4627 targ->name() );
4628 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4629 if( guy->male ) {
4630 add_msg( _( "%s collided with someone else and sent him flying!" ),
4631 targ->name() );
4632 } else {
4633 add_msg( _( "%s collided with someone else and sent her flying!" ),
4634 targ->name() );
4635 }
4636 } else if( u.pos() == traj.front() ) {
4637 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4638 }
4639 knockback( traj, stun, dam_mult );
4640 break;
4641 }
4642 targ->setpos( traj[i] );
4643 if( m.has_flag( "LIQUID", targ->pos() ) && !targ->can_drown() && !targ->is_dead() ) {
4644 targ->die( nullptr );
4645 if( u.sees( *targ ) ) {
4646 add_msg( _( "The %s drowns!" ), targ->name() );
4647 }
4648 }
4649 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4650 !targ->is_dead() ) {
4651 targ->die( nullptr );
4652 if( u.sees( *targ ) ) {
4653 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4654 }
4655 }
4656 }
4657 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4658 if( stun > 0 ) {
4659 targ->add_effect( effect_stunned, 1_turns * stun );
4660 add_msg( _( "%s was stunned!" ), targ->name );
4661 }
4662 for( size_t i = 1; i < traj.size(); i++ ) {
4663 if( m.impassable( traj[i].xy() ) ) { // oops, we hit a wall!
4664 targ->setpos( traj[i - 1] );
4665 force_remaining = traj.size() - i;
4666 if( stun != 0 ) {
4667 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4668 if( targ->has_effect( effect_stunned ) ) {
4669 add_msg( _( "%s was stunned!" ), targ->name );
4670 }
4671
4672 std::array<bodypart_id, 8> bps = {{
4673 bodypart_id( "head" ),
4674 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4675 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4676 bodypart_id( "torso" ),
4677 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4678 }
4679 };
4680 for( const bodypart_id &bp : bps ) {
4681 if( one_in( 2 ) ) {
4682 targ->deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4683 }
4684 }
4685 targ->check_dead_state();
4686 }
4687 m.bash( traj[i], 2 * dam_mult * force_remaining );
4688 break;
4689 } else if( critter_at( traj[i] ) ) {
4690 targ->setpos( traj[i - 1] );
4691 force_remaining = traj.size() - i;
4692 if( stun != 0 ) {
4693 add_msg( _( "%s was stunned!" ), targ->name );
4694 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4695 }
4696 traj.erase( traj.begin(), traj.begin() + i );
4697 const tripoint &traj_front = traj.front();
4698 if( critter_at<monster>( traj_front ) ) {
4699 add_msg( _( "%s collided with something else and sent it flying!" ),
4700 targ->name );
4701 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4702 if( guy->male ) {
4703 add_msg( _( "%s collided with someone else and sent him flying!" ),
4704 targ->name );
4705 } else {
4706 add_msg( _( "%s collided with someone else and sent her flying!" ),
4707 targ->name );
4708 }
4709 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4711 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4712 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4713 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4714 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4715 }
4716 knockback( traj, stun, dam_mult );
4717 break;
4718 }
4719 targ->setpos( traj[i] );
4720 }
4721 } else if( u.pos() == tp ) {
4722 if( stun > 0 ) {
4723 u.add_effect( effect_stunned, 1_turns * stun );
4724 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4725 "You were stunned for %d turns!",
4726 stun ),
4727 stun );
4728 }
4729 for( size_t i = 1; i < traj.size(); i++ ) {
4730 if( m.impassable( traj[i] ) ) { // oops, we hit a wall!
4731 u.setpos( traj[i - 1] );
4732 force_remaining = traj.size() - i;
4733 if( stun != 0 ) {
4734 if( u.has_effect( effect_stunned ) ) {
4735 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4736 "You were stunned AGAIN for %d turns!",
4737 force_remaining ),
4738 force_remaining );
4739 } else {
4740 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4741 "You were stunned for %d turns!",
4742 force_remaining ),
4743 force_remaining );
4744 }
4745 u.add_effect( effect_stunned, 1_turns * force_remaining );
4746 std::array<bodypart_id, 8> bps = {{
4747 bodypart_id( "head" ),
4748 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4749 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4750 bodypart_id( "torso" ),
4751 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4752 }
4753 };
4754 for( const bodypart_id &bp : bps ) {
4755 if( one_in( 2 ) ) {
4756 u.deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4757 }
4758 }
4760 }
4761 m.bash( traj[i], 2 * dam_mult * force_remaining );
4762 break;
4763 } else if( critter_at( traj[i] ) ) {
4764 u.setpos( traj[i - 1] );
4765 force_remaining = traj.size() - i;
4766 if( stun != 0 ) {
4767 if( u.has_effect( effect_stunned ) ) {
4768 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4769 "You were stunned AGAIN for %d turns!",
4770 force_remaining ),
4771 force_remaining );
4772 } else {
4773 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4774 "You were stunned for %d turns!",
4775 force_remaining ),
4776 force_remaining );
4777 }
4778 u.add_effect( effect_stunned, 1_turns * force_remaining );
4779 }
4780 traj.erase( traj.begin(), traj.begin() + i );
4781 if( critter_at<monster>( traj.front() ) ) {
4782 add_msg( _( "You collided with something and sent it flying!" ) );
4783 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4784 if( guy->male ) {
4785 add_msg( _( "You collided with someone and sent him flying!" ) );
4786 } else {
4787 add_msg( _( "You collided with someone and sent her flying!" ) );
4788 }
4789 }
4790 knockback( traj, stun, dam_mult );
4791 break;
4792 }
4793 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4794 avatar_action::swim( m, u, u.pos() );
4795 } else {
4796 u.setpos( traj[i] );
4797 }
4798 }
4799 }
4800}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8911
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8437
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:974
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3915 of file game.cpp.

3916{
3917 const float light = natural_light_level( zlev );
3918 return LIGHT_RANGE( light );
3919}
float natural_light_level(int zlev) const
Definition: game.cpp:3855
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 3122 of file game.cpp.

3123{
3124 std::vector<std::string> saves;
3125 for( auto &worldsave : world_generator->active_world->world_saves ) {
3126 saves.push_back( worldsave.player_name() );
3127 }
3128 return saves;
3129}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7526 of file game.cpp.

7527{
7528 std::vector<map_item_stack> ground_items = item_list;
7529 int iInfoHeight = 0;
7530 int iMaxRows = 0;
7531 int width = 0;
7532 int max_name_width = 0;
7533
7534 //find max length of item name and resize window width
7535 for( const map_item_stack &cur_item : ground_items ) {
7536 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7537 if( item_len > max_name_width ) {
7538 max_name_width = item_len;
7539 }
7540 }
7541
7542 tripoint active_pos;
7543 map_item_stack *activeItem = nullptr;
7544
7545 catacurses::window w_items;
7546 catacurses::window w_items_border;
7547 catacurses::window w_item_info;
7548
7549 ui_adaptor ui;
7550 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7551 iInfoHeight = std::min( 25, TERMY / 2 );
7552 iMaxRows = TERMY - iInfoHeight - 2;
7553
7554 width = clamp( max_name_width, 45, TERMX / 3 );
7555
7556 const int offsetX = TERMX - width;
7557
7558 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7559 width - 2, point( offsetX + 1, 1 ) );
7560 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7561 width, point( offsetX, 0 ) );
7562 w_item_info = catacurses::newwin( iInfoHeight, width,
7563 point( offsetX, TERMY - iInfoHeight ) );
7564
7565 if( activeItem ) {
7566 centerlistview( active_pos, width );
7567 }
7568
7569 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7570 } );
7571 ui.mark_resize();
7572
7573 // use previously selected sorting method
7574 bool sort_radius = uistate.list_item_sort != 2;
7575 bool addcategory = !sort_radius;
7576
7577 // reload filter/priority settings on the first invocation, if they were active
7578 if( !uistate.list_item_init ) {
7581 }
7584 }
7587 }
7588 uistate.list_item_init = true;
7589 }
7590
7591 //this stores only those items that match our filter
7592 std::vector<map_item_stack> filtered_items =
7593 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7594 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7595 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7596 int iItemNum = ground_items.size();
7597
7598 const tripoint stored_view_offset = u.view_offset;
7599
7601
7602 int iActive = 0; // Item index that we're looking at
7603 bool refilter = true;
7604 int page_num = 0;
7605 int iCatSortNum = 0;
7606 int iScrollPos = 0;
7607 std::map<int, std::string> mSortCategory;
7608
7609 std::string action;
7610 input_context ctxt( "LIST_ITEMS" );
7611 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7612 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7613 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7614 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7615 ctxt.register_action( "PAGE_DOWN" );
7616 ctxt.register_action( "PAGE_UP" );
7617 ctxt.register_action( "NEXT_TAB" );
7618 ctxt.register_action( "PREV_TAB" );
7619 ctxt.register_action( "HELP_KEYBINDINGS" );
7620 ctxt.register_action( "QUIT" );
7621 ctxt.register_action( "FILTER" );
7622 ctxt.register_action( "RESET_FILTER" );
7623 ctxt.register_action( "EXAMINE" );
7624 ctxt.register_action( "COMPARE" );
7625 ctxt.register_action( "PRIORITY_INCREASE" );
7626 ctxt.register_action( "PRIORITY_DECREASE" );
7627 ctxt.register_action( "SORT" );
7628 ctxt.register_action( "TRAVEL_TO" );
7629
7631
7632 ui.on_redraw( [&]( const ui_adaptor & ) {
7633 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7634
7635 if( ground_items.empty() ) {
7636 wnoutrefresh( w_items_border );
7637 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7638 } else {
7639 int iStartPos = 0;
7640 werase( w_items );
7641 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7642 int iNum = 0;
7643 bool high = false;
7644 bool low = false;
7645 int index = 0;
7646 int iCatSortOffset = 0;
7647
7648 for( int i = 0; i < iStartPos; i++ ) {
7649 if( !mSortCategory[i].empty() ) {
7650 iNum++;
7651 }
7652 }
7653 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7654 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7655 high = true;
7656 low = false;
7657 } else if( index >= lowPStart + iCatSortOffset ) {
7658 high = false;
7659 low = true;
7660 } else {
7661 high = false;
7662 low = false;
7663 }
7664
7665 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7666 int iThisPage = 0;
7667 if( !mSortCategory[iNum].empty() ) {
7668 iCatSortOffset++;
7669 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7670 } else {
7671 if( iNum == iActive ) {
7672 iThisPage = page_num;
7673 }
7674 std::string sText;
7675 if( iter->vIG.size() > 1 ) {
7676 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7677 }
7678 sText += iter->example->tname();
7679 if( iter->vIG[iThisPage].count > 1 ) {
7680 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7681 }
7682
7683 nc_color col = c_light_green;
7684 if( iNum != iActive ) {
7685 if( high ) {
7686 col = c_yellow;
7687 } else if( low ) {
7688 col = c_red;
7689 } else {
7690 col = iter->example->color_in_inventory();
7691 }
7692 }
7693 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7694 const int numw = iItemNum > 9 ? 2 : 1;
7695 const int x = iter->vIG[iThisPage].pos.x;
7696 const int y = iter->vIG[iThisPage].pos.y;
7697 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7698 iNum == iActive ? c_light_green : c_light_gray,
7699 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7701 ++iter;
7702 }
7703 } else {
7704 ++iter;
7705 }
7706 iNum++;
7707 }
7708 iNum = 0;
7709 for( int i = 0; i < iActive; i++ ) {
7710 if( !mSortCategory[i].empty() ) {
7711 iNum++;
7712 }
7713 }
7714 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7715 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7716 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7717 werase( w_item_info );
7718
7719 if( iItemNum > 0 && activeItem ) {
7720 std::vector<iteminfo> vThisItem;
7721 std::vector<iteminfo> vDummy;
7722 activeItem->example->info( true, vThisItem );
7723
7724 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7725 dummy.without_getch = true;
7726 dummy.without_border = true;
7727
7728 draw_item_info( w_item_info, dummy );
7729 }
7730 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7731 wnoutrefresh( w_items_border );
7732 }
7733
7734 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7735 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7736
7737 if( iItemNum > 0 && activeItem ) {
7738 // print info window title: < item name >
7739 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7740 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7741 activeItem->example->display_name() );
7742 wprintw( w_item_info, " >" );
7743 }
7744
7745 wnoutrefresh( w_items );
7746 wnoutrefresh( w_item_info );
7747
7748 if( filter_type ) {
7749 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7750 }
7751 } );
7752
7753 cata::optional<tripoint> trail_start;
7754 cata::optional<tripoint> trail_end;
7755 bool trail_end_x = false;
7756 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7757 trail_end_x );
7758 add_draw_callback( trail_cb );
7759
7760 do {
7761 if( action == "COMPARE" && activeItem ) {
7762 game_menus::inv::compare( u, active_pos );
7763 } else if( action == "FILTER" ) {
7764 filter_type = item_filter_type::FILTER;
7765 ui.invalidate_ui();
7767 .title( _( "Filter:" ) )
7768 .width( 55 )
7769 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7770 .identifier( "item_filter" )
7771 .max_length( 256 )
7772 .edit( sFilter );
7773 refilter = true;
7774 addcategory = !sort_radius;
7776 filter_type = cata::nullopt;
7777 } else if( action == "RESET_FILTER" ) {
7778 sFilter.clear();
7779 filtered_items = ground_items;
7780 refilter = true;
7782 addcategory = !sort_radius;
7783 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7784 std::vector<iteminfo> vThisItem;
7785 std::vector<iteminfo> vDummy;
7786 activeItem->example->info( true, vThisItem );
7787
7788 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7789 vDummy );
7790 info_data.handle_scrolling = true;
7791
7793 return catacurses::newwin( TERMY, width - 5, point_zero );
7794 }, info_data );
7795 } else if( action == "PRIORITY_INCREASE" ) {
7796 filter_type = item_filter_type::HIGH_PRIORITY;
7797 ui.invalidate_ui();
7799 .title( _( "High Priority:" ) )
7800 .width( 55 )
7802 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7803 .identifier( "list_item_priority" )
7804 .max_length( 256 )
7805 .query_string();
7806 refilter = true;
7807 addcategory = !sort_radius;
7809 filter_type = cata::nullopt;
7810 } else if( action == "PRIORITY_DECREASE" ) {
7811 filter_type = item_filter_type::LOW_PRIORITY;
7812 ui.invalidate_ui();
7814 .title( _( "Low Priority:" ) )
7815 .width( 55 )
7817 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7818 .identifier( "list_item_downvote" )
7819 .max_length( 256 )
7820 .query_string();
7821 refilter = true;
7822 addcategory = !sort_radius;
7824 filter_type = cata::nullopt;
7825 } else if( action == "SORT" ) {
7826 if( sort_radius ) {
7827 sort_radius = false;
7828 addcategory = true;
7829 uistate.list_item_sort = 2; // list is sorted by category
7830 } else {
7831 sort_radius = true;
7832 uistate.list_item_sort = 1; // list is sorted by distance
7833 }
7834 highPEnd = -1;
7835 lowPStart = -1;
7836 iCatSortNum = 0;
7837
7838 mSortCategory.clear();
7839 refilter = true;
7840 } else if( action == "TRAVEL_TO" && activeItem ) {
7841 if( !u.sees( u.pos() + active_pos ) ) {
7842 add_msg( _( "You can't see that destination." ) );
7843 }
7844 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7845 u.get_path_avoid() );
7846 if( route.size() > 1 ) {
7847 route.pop_back();
7848 u.set_destination( route );
7849 break;
7850 } else {
7851 add_msg( m_info, _( "You can't travel there." ) );
7852 }
7853 }
7854 if( uistate.list_item_sort == 1 ) {
7855 ground_items = item_list;
7856 } else if( uistate.list_item_sort == 2 ) {
7857 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7858 }
7859
7860 if( refilter ) {
7861 refilter = false;
7862 filtered_items = filter_item_stacks( ground_items, sFilter );
7863 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7864 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7865 iActive = 0;
7866 page_num = 0;
7867 iItemNum = filtered_items.size();
7868 }
7869
7870 if( addcategory ) {
7871 addcategory = false;
7872 iCatSortNum = 0;
7873 mSortCategory.clear();
7874 if( highPEnd > 0 ) {
7875 mSortCategory[0] = _( "HIGH PRIORITY" );
7876 iCatSortNum++;
7877 }
7878 std::string last_cat_name;
7879 for( int i = std::max( 0, highPEnd );
7880 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7881 const std::string &cat_name = filtered_items[i].example->get_category().name();
7882 if( cat_name != last_cat_name ) {
7883 mSortCategory[i + iCatSortNum++] = cat_name;
7884 last_cat_name = cat_name;
7885 }
7886 }
7887 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7888 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7889 }
7890 if( !mSortCategory[0].empty() ) {
7891 iActive++;
7892 }
7893 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7894 }
7895
7896 if( action == "UP" ) {
7897 do {
7898 iActive--;
7899
7900 } while( !mSortCategory[iActive].empty() );
7901 iScrollPos = 0;
7902 page_num = 0;
7903 if( iActive < 0 ) {
7904 iActive = iItemNum - 1;
7905 }
7906 } else if( action == "DOWN" ) {
7907 do {
7908 iActive++;
7909
7910 } while( !mSortCategory[iActive].empty() );
7911 iScrollPos = 0;
7912 page_num = 0;
7913 if( iActive >= iItemNum ) {
7914 iActive = mSortCategory[0].empty() ? 0 : 1;
7915 }
7916 } else if( action == "RIGHT" ) {
7917 if( !filtered_items.empty() && activeItem ) {
7918 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7919 page_num = activeItem->vIG.size() - 1;
7920 }
7921 }
7922 } else if( action == "LEFT" ) {
7923 page_num = std::max( 0, page_num - 1 );
7924 } else if( action == "PAGE_UP" ) {
7925 iScrollPos--;
7926 } else if( action == "PAGE_DOWN" ) {
7927 iScrollPos++;
7928 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7929 u.view_offset = stored_view_offset;
7931 }
7932
7933 active_pos = tripoint_zero;
7934 activeItem = nullptr;
7935
7936 if( mSortCategory[iActive].empty() ) {
7937 auto iter = filtered_items.begin();
7938 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7939 if( mSortCategory[iNum].empty() ) {
7940 ++iter;
7941 }
7942 }
7943 if( iter != filtered_items.end() ) {
7944 active_pos = iter->vIG[page_num].pos;
7945 activeItem = &( *iter );
7946 }
7947 }
7948
7949 if( activeItem ) {
7950 centerlistview( active_pos, width );
7951 trail_start = u.pos();
7952 trail_end = u.pos() + active_pos;
7953 // Actually accessed from the terrain overlay callback `trail_cb` in the
7954 // call to `ui_manager::redraw`.
7955 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7956 trail_end_x = true;
7957 } else {
7958 u.view_offset = stored_view_offset;
7959 trail_start = trail_end = cata::nullopt;
7960 }
7962
7964
7965 action = ctxt.handle_input();
7966 } while( action != "QUIT" );
7967
7968 u.view_offset = stored_view_offset;
7969 return game::vmenu_ret::QUIT;
7970}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1079
std::string list_item_downvote
Definition: game.h:1080
std::string sFilter
Definition: game.h:1078
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7413
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4017
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:117
int list_item_sort
Definition: uistate.h:114
bool list_item_downvote_active
Definition: uistate.h:120
bool list_item_init
Definition: uistate.h:122
bool list_item_filter_active
Definition: uistate.h:119
std::string list_item_filter
Definition: uistate.h:115
bool list_item_priority_active
Definition: uistate.h:121
std::string list_item_downvote
Definition: uistate.h:116
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3435
uistatedata uistate
Definition: game.cpp:270
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7258
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7481 of file game.cpp.

7482{
7483 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7484 // whole reality bubble
7485 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7486
7487 if( mons.empty() && items.empty() ) {
7488 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7489 return;
7490 }
7491
7492 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7493 const auto att_lhs = lhs->attitude_to( u );
7494 const auto att_rhs = rhs->attitude_to( u );
7495
7496 return att_lhs < att_rhs || ( att_lhs == att_rhs
7497 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7498 } );
7499
7500 // If the current list is empty, switch to the non-empty list
7502 if( items.empty() ) {
7503 uistate.vmenu_show_items = false;
7504 }
7505 } else if( mons.empty() ) {
7507 }
7508
7511 while( true ) {
7512 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7515 } else {
7516 break;
7517 }
7518 }
7519
7520 if( ret == game::vmenu_ret::FIRE ) {
7522 }
7524}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7972
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7526
vmenu_ret
Definition: game.h:805
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:7187
void temp_exit_fullscreen()
Definition: game.cpp:536
void reenter_fullscreen()
Definition: game.cpp:546
bool vmenu_show_items
Definition: uistate.h:118

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:836
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:204
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:183
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:173
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:168
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:178
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7972 of file game.cpp.

7973{
7974 const int iInfoHeight = 15;
7975 const int width = 45;
7976 int offsetX = 0;
7977 int iMaxRows = 0;
7978
7979 catacurses::window w_monsters;
7980 catacurses::window w_monsters_border;
7981 catacurses::window w_monster_info;
7982 catacurses::window w_monster_info_border;
7983
7984 Creature *cCurMon = nullptr;
7985 tripoint iActivePos;
7986
7987 bool hide_ui = false;
7988
7989 ui_adaptor ui;
7990 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7991 if( hide_ui ) {
7992 ui.position( point_zero, point_zero );
7993 } else {
7994 offsetX = TERMX - width;
7995 iMaxRows = TERMY - iInfoHeight - 1;
7996
7997 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7998 1 ) );
7999 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
8000 0 ) );
8001 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
8002 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
8003 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
8004 TERMY - iInfoHeight ) );
8005
8006 if( cCurMon ) {
8007 centerlistview( iActivePos, width );
8008 }
8009
8010 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
8011 }
8012 } );
8013 ui.mark_resize();
8014
8015 const int max_gun_range = u.weapon.gun_range( &u );
8016
8017 const tripoint stored_view_offset = u.view_offset;
8019
8020 int iActive = 0; // monster index that we're looking at
8021
8022 std::string action;
8023 input_context ctxt( "LIST_MONSTERS" );
8024 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
8025 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
8026 ctxt.register_action( "NEXT_TAB" );
8027 ctxt.register_action( "PREV_TAB" );
8028 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
8029 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
8030 ctxt.register_action( "QUIT" );
8031 if( bVMonsterLookFire ) {
8032 ctxt.register_action( "look" );
8033 ctxt.register_action( "fire" );
8034 }
8035 ctxt.register_action( "HELP_KEYBINDINGS" );
8036
8037 // first integer is the row the attitude category string is printed in the menu
8038 std::map<int, Creature::Attitude> mSortCategory;
8039
8040 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
8041 const auto attitude = monster_list[i]->attitude_to( u );
8042 if( attitude != last_attitude ) {
8043 mSortCategory[i + mSortCategory.size()] = attitude;
8044 last_attitude = attitude;
8045 }
8046 }
8047
8048 ui.on_redraw( [&]( const ui_adaptor & ) {
8049 if( !hide_ui ) {
8050 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
8051 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8052 true );
8053
8054 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
8055 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
8056
8057 if( monster_list.empty() ) {
8058 werase( w_monsters );
8059 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
8060 _( "You don't see any monsters around you!" ) );
8061 } else {
8062 werase( w_monsters );
8063
8064 const int iNumMonster = monster_list.size();
8065 const int iMenuSize = monster_list.size() + mSortCategory.size();
8066
8067 const int numw = iNumMonster > 999 ? 4 :
8068 iNumMonster > 99 ? 3 :
8069 iNumMonster > 9 ? 2 : 1;
8070
8071 // given the currently selected monster iActive. get the selected row
8072 int iSelPos = iActive;
8073 for( auto &ia : mSortCategory ) {
8074 int index = ia.first;
8075 if( index <= iSelPos ) {
8076 ++iSelPos;
8077 } else {
8078 break;
8079 }
8080 }
8081 int iStartPos = 0;
8082 // use selected row get the start row
8083 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
8084
8085 // get first visible monster and category
8086 int iCurMon = iStartPos;
8087 auto CatSortIter = mSortCategory.cbegin();
8088 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
8089 ++CatSortIter;
8090 --iCurMon;
8091 }
8092
8093 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
8094 for( int y = 0; y < endY; ++y ) {
8095 if( CatSortIter != mSortCategory.cend() ) {
8096 const int iCurPos = iStartPos + y;
8097 const int iCatPos = CatSortIter->first;
8098 if( iCurPos == iCatPos ) {
8099 const std::string cat_name = Creature::get_attitude_ui_data(
8100 CatSortIter->second ).first.translated();
8101 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
8102 ++CatSortIter;
8103 continue;
8104 }
8105 }
8106 // select current monster
8107 const auto critter = monster_list[iCurMon];
8108 const bool selected = iCurMon == iActive;
8109 ++iCurMon;
8110 if( critter->sees( g->u ) ) {
8111 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
8112 }
8113 bool is_npc = false;
8114 const monster *m = dynamic_cast<monster *>( critter );
8115 const npc *p = dynamic_cast<npc *>( critter );
8116 nc_color name_color = critter->basic_symbol_color();
8117
8118 if( selected ) {
8119 name_color = hilite( name_color );
8120 }
8121
8122 if( m != nullptr ) {
8123 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
8124 } else {
8125 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
8126 is_npc = true;
8127 }
8128
8129 if( selected && !get_safemode().empty() ) {
8130 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
8131
8132 std::string sSafemode;
8133 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8134 sSafemode = _( "<R>emove from safemode Blacklist" );
8135 } else {
8136 sSafemode = _( "<A>dd to safemode Blacklist" );
8137 }
8138
8139 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
8140 c_white, c_light_green, sSafemode );
8141 }
8142
8144 std::string sText;
8145
8146 if( m != nullptr ) {
8147 m->get_HP_Bar( color, sText );
8148 } else {
8149 std::tie( sText, color ) =
8150 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
8151 }
8152 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
8153
8154 if( m != nullptr ) {
8155 const auto att = m->get_attitude();
8156 sText = att.first;
8157 color = att.second;
8158 } else if( p != nullptr ) {
8159 sText = npc_attitude_name( p->get_attitude() );
8160 color = p->symbol_color();
8161 }
8162 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
8163
8164 const int mon_dist = rl_dist( u.pos(), critter->pos() );
8165 const int numd = mon_dist > 999 ? 4 :
8166 mon_dist > 99 ? 3 :
8167 mon_dist > 9 ? 2 : 1;
8168
8169 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
8170 selected ? c_light_green : c_light_gray,
8171 "%*d %s",
8172 numd, mon_dist,
8173 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
8174 }
8175
8176 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
8177 iActive + 1 );
8178 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
8179
8180 werase( w_monster_info );
8181 if( cCurMon ) {
8182 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8183 }
8184
8185 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8186 true );
8187
8188 if( bVMonsterLookFire ) {
8189 mvwprintw( w_monster_info_border, point_east, "< " );
8190 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8191 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8192
8193 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8194 wprintw( w_monster_info_border, " " );
8195 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8196 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8197 }
8198 wprintw( w_monster_info_border, " >" );
8199 }
8200
8201 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8202 point_south );
8203 }
8204
8205 wnoutrefresh( w_monsters_border );
8206 wnoutrefresh( w_monster_info_border );
8207 wnoutrefresh( w_monsters );
8208 wnoutrefresh( w_monster_info );
8209 }
8210 } );
8211
8212 cata::optional<tripoint> trail_start;
8213 cata::optional<tripoint> trail_end;
8214 bool trail_end_x = false;
8215 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8216 trail_end_x );
8217 add_draw_callback( trail_cb );
8218
8219 do {
8220 if( action == "UP" ) {
8221 iActive--;
8222 if( iActive < 0 ) {
8223 if( monster_list.empty() ) {
8224 iActive = 0;
8225 } else {
8226 iActive = static_cast<int>( monster_list.size() ) - 1;
8227 }
8228 }
8229 } else if( action == "DOWN" ) {
8230 iActive++;
8231 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8232 iActive = 0;
8233 }
8234 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8235 u.view_offset = stored_view_offset;
8237 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8238 const auto m = dynamic_cast<monster *>( cCurMon );
8239 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8240
8241 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8243 }
8244 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8245 if( !get_safemode().empty() ) {
8246 const auto m = dynamic_cast<monster *>( cCurMon );
8247 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8248
8249 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8251 }
8252 } else if( action == "look" ) {
8253 hide_ui = true;
8254 ui.mark_resize();
8255 look_around();
8256 hide_ui = false;
8257 ui.mark_resize();
8258 } else if( action == "fire" ) {
8259 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8260 u.last_target = shared_from( *cCurMon );
8262 u.view_offset = stored_view_offset;
8263 return game::vmenu_ret::FIRE;
8264 }
8265 }
8266
8267 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8268 cCurMon = monster_list[iActive];
8269 iActivePos = cCurMon->pos() - u.pos();
8270 centerlistview( iActivePos, width );
8271 trail_start = u.pos();
8272 trail_end = cCurMon->pos();
8273 // Actually accessed from the terrain overlay callback `trail_cb` in the
8274 // call to `ui_manager::redraw`.
8275 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8276 trail_end_x = false;
8277 } else {
8278 cCurMon = nullptr;
8279 iActivePos = tripoint_zero;
8280 u.view_offset = stored_view_offset;
8281 trail_start = trail_end = cata::nullopt;
8282 }
8284
8286
8287 action = ctxt.handle_input();
8288 } while( action != "QUIT" );
8289
8290 u.view_offset = stored_view_offset;
8291
8292 return game::vmenu_ret::QUIT;
8293}
double recoil
Definition: character.h:618
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6091
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1854
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4882
bool bVMonsterLookFire
Definition: game.h:1083
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7197
npc_attitude get_attitude() const
Definition: npc.cpp:3136
weak_ptr_fast< Creature > last_target
Definition: player.h:690
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2542
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2843 of file game.cpp.

2844{
2847 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2850
2851 using namespace std::placeholders;
2852
2853 const std::string worldpath = get_world_base_save_path() + "/";
2854 const std::string playerpath = worldpath + name.base_path();
2855
2856 // Now load up the master game data; factions (and more?)
2857 load_master();
2858 u = avatar();
2859 u.name = name.player_name();
2860 // This should be initialized more globally (in player/Character constructor)
2862 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2863 return false;
2864 }
2865
2867
2869
2870 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2871 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2872
2873#if defined(__ANDROID__)
2874 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2875 std::bind( &game::load_shortcuts, this, _1 ) );
2876#endif
2877
2878 // Now that the player's worn items are updated, their sight limits need to be
2879 // recalculated. (This would be cleaner if u.worn were private.)
2881
2882 if( !gamemode ) {
2883 gamemode = std::make_unique<special_game>();
2884 }
2885
2886 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2887 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2888
2889 init_autosave();
2890 get_auto_pickup().load_character(); // Load character auto pickup rules
2891 get_auto_notes_settings().load(); // Load character auto notes settings
2892 get_safemode().load_character(); // Load character safemode rules
2893 zone_manager::get_manager().load_zones(); // Load character world zones
2894 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2895 JsonIn jsin( stream );
2896 uistate.deserialize( jsin );
2897 } );
2898 reload_npcs();
2903 update_map( u );
2904 for( auto &e : u.inv_dump() ) {
2905 e->set_owner( g->u );
2906 }
2907 // legacy, needs to be here as we access the map.
2908 if( !u.getID().is_valid() ) {
2909 // player does not have a real id, so assign a new one,
2910 u.setID( assign_npc_id() );
2911 // The vehicle stores the IDs of the boarded players, so update it, too.
2912 if( u.in_vehicle ) {
2914 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2915 vp->part().passenger_id = u.getID();
2916 }
2917 }
2918 }
2919
2920 // populate calendar caches now, after active world is set, but before we do
2921 // anything else, to ensure they pick up the correct value from the save's
2922 // worldoptions
2923 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2924 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2925
2926 u.reset();
2927
2928 return true;
2929}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:459
std::vector< item * > inv_dump()
Definition: character.cpp:8935
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1692
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3593
Definition: json.h:177
Definition: avatar.h:54
void load_map_memory()
Definition: avatar.cpp:132
bool is_valid() const
Definition: character_id.h:19
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1977
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:958
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2035
void load_master()
Definition: game.cpp:2812
void validate_mounted_npcs()
Definition: game.cpp:1992
character_id assign_npc_id()
Definition: game.cpp:3929
void unserialize(std::istream &fin)
Definition: savegame.cpp:169
void init_autosave()
Definition: game.cpp:11779
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2011
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:276
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1213
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2819 of file game.cpp.

2820{
2821 world_generator->init();
2822 const WORLDPTR wptr = world_generator->get_world( world );
2823 if( !wptr ) {
2824 return false;
2825 }
2826 if( wptr->world_saves.empty() ) {
2827 debugmsg( "world '%s' contains no saves", world );
2828 return false;
2829 }
2830
2831 try {
2832 world_generator->set_active_world( wptr );
2833 g->setup();
2834 g->load( wptr->world_saves.front() );
2835 } catch( const std::exception &err ) {
2836 debugmsg( "cannot load world '%s': %s", world, err.what() );
2837 return false;
2838 }
2839
2840 return true;
2841}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 436 of file game.cpp.

437{
438 // core data can be loaded only once and must be first
439 // anyway.
441
443}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:522
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 445 of file game.cpp.

446{
448}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:452

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Definition at line 632 of file game.cpp.

633{
634 // TODO: fix point types
635 load_map( tripoint_abs_sm( pos_sm ) );
636}
void load_map(const tripoint &pos_sm)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:632
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm)

Definition at line 638 of file game.cpp.

639{
640 m.load( pos_sm, true );
641 grid_tracker_ptr->load( m );
642}
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6508

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2812 of file game.cpp.

2813{
2814 using namespace std::placeholders;
2815 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2816 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2817}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1209
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 896 of file game.cpp.

897{
898 const int radius = HALF_MAPSIZE - 1;
899 // uses submap coordinates
900 std::vector<shared_ptr_fast<npc>> just_added;
901 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
902 const character_id &id = temp->getID();
903 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
904 [id]( const shared_ptr_fast<npc> &n ) {
905 return n->getID() == id;
906 } );
907 if( found != active_npc.end() ) {
908 continue;
909 }
910 if( temp->is_active() ) {
911 continue;
912 }
913 if( temp->has_companion_mission() ) {
914 continue;
915 }
916
917 const tripoint sm_loc = temp->global_sm_location();
918 // NPCs who are out of bounds before placement would be pushed into bounds
919 // This can cause NPCs to teleport around, so we don't want that
920 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
921 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
922 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
923 continue;
924 }
925
926 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
927 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
928 temp->place_on_map();
929 if( !m.inbounds( temp->pos() ) ) {
930 continue;
931 }
932 // In the rare case the npc was marked for death while
933 // it was on the overmap. Kill it.
934 if( temp->marked_for_death ) {
935 temp->die( nullptr );
936 } else {
937 active_npc.push_back( temp );
938 just_added.push_back( temp );
939 }
940 }
941
942 for( const auto &npc : just_added ) {
943 npc->on_load();
944 }
945
946 npcs_dirty = false;
947}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2655
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2967 of file game.cpp.

2968{
2969 ui.new_context( msg );
2970 std::vector<mod_id> missing;
2971 std::vector<mod_id> available;
2972
2973 for( const mod_id &e : packs ) {
2974 if( e.is_valid() ) {
2975 available.emplace_back( e );
2976 ui.add_entry( e->name() );
2977 } else {
2978 missing.push_back( e );
2979 }
2980 }
2981
2982 ui.show();
2983 for( const auto &e : available ) {
2984 const MOD_INFORMATION &mod = *e;
2985 load_data_from_dir( mod.path, mod.ident.str(), ui );
2986 ui.proceed();
2987 }
2988
2989 for( const auto &e : missing ) {
2990 debugmsg( "unknown content %s", e.c_str() );
2991 }
2992
2993 return missing.empty();
2994}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 322 of file game.cpp.

323{
324 // UI stuff, not mod-specific per definition
325 inp_mngr.init(); // Load input config JSON
326 // Init mappings for loading the json stuff
328 fullscreen = false;
329 was_fullscreen = false;
330 show_panel_adm = false;
332
333 // These functions do not load stuff from json.
334 // The content they load/initialize is hardcoded into the program.
335 // Therefore they can be loaded here.
336 // If this changes (if they load data from json), they have to
337 // be moved to game::load_mod or game::load_core_data
338
341}
bool was_fullscreen
Definition: game.h:1065
bool fullscreen
Definition: game.h:1064
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2305
void load_global()

References fullscreen, get_auto_pickup(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2931 of file game.cpp.

2932{
2933 auto &mods = world_generator->active_world->active_mod_order;
2934
2935 // remove any duplicates whilst preserving order (fixes #19385)
2936 std::set<mod_id> found;
2937 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2938 if( found.count( e ) ) {
2939 return true;
2940 } else {
2941 found.insert( e );
2942 return false;
2943 }
2944 } ), mods.end() );
2945
2946 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2947 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2948 return e->core;
2949} ) ) {
2950 mods.insert( mods.begin(), mod_id( "dda" ) );
2951 }
2952
2954 // this code does not care about mod dependencies,
2955 // it assumes that those dependencies are static and
2956 // are resolved during the creation of the world.
2957 // That means world->active_mod_order contains a list
2958 // of mods in the correct order.
2959 load_packs( _( "Loading files" ), mods, ui );
2960
2961 // Load additional mods from that world-specific folder
2962 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2963
2965}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( )

Definition at line 6837 of file game.cpp.

6838{
6840 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6841 false );
6842 return result.position;
6843}

References center, look_around(), Character::pos(), u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6845 of file game.cpp.

6848{
6849 bVMonsterLookFire = false;
6850 // TODO: Make this `true`
6851 const bool allow_zlev_move = m.has_zlevels() && get_option<bool>( "FOV_3D" );
6852
6854
6855 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6856 int &lx = lp.x;
6857 int &ly = lp.y;
6858 int &lz = lp.z;
6859
6860 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6861 bool fast_scroll = false;
6862
6863 std::unique_ptr<ui_adaptor> ui;
6864 catacurses::window w_info;
6865 if( show_window ) {
6866 ui = std::make_unique<ui_adaptor>();
6867 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6868 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6870
6871 // If particularly small, base height on panel width irrespective of other elements.
6872 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6873 if( height < panel_width / 2 ) {
6874 height = panel_width / 2;
6875 }
6876
6877 int la_y = 0;
6878 int la_x = TERMX - panel_width;
6879 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6880 if( position == "left" ) {
6881 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6883 } else {
6884 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6885 }
6886 }
6887 int la_h = height;
6888 int la_w = panel_width;
6889 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6890
6891 ui.position_from_window( w_info );
6892 } );
6893 ui->mark_resize();
6894 }
6895
6896 std::string action;
6897 input_context ctxt( "LOOK" );
6898 ctxt.set_iso( true );
6899 ctxt.register_directions();
6900 ctxt.register_action( "COORDINATE" );
6901 ctxt.register_action( "LEVEL_UP" );
6902 ctxt.register_action( "LEVEL_DOWN" );
6903 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6904 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6905 ctxt.register_action( "SELECT" );
6906 if( peeking ) {
6907 ctxt.register_action( "throw_blind" );
6908 }
6909 if( !select_zone ) {
6910 ctxt.register_action( "TRAVEL_TO" );
6911 ctxt.register_action( "LIST_ITEMS" );
6912 }
6913 ctxt.register_action( "MOUSE_MOVE" );
6914 ctxt.register_action( "CENTER" );
6915
6916 ctxt.register_action( "debug_scent" );
6917 ctxt.register_action( "debug_scent_type" );
6918 ctxt.register_action( "debug_temp" );
6919 ctxt.register_action( "debug_visibility" );
6920 ctxt.register_action( "debug_lighting" );
6921 ctxt.register_action( "debug_radiation" );
6922 ctxt.register_action( "debug_submap_grid" );
6923 ctxt.register_action( "debug_hour_timer" );
6924 ctxt.register_action( "CONFIRM" );
6925 ctxt.register_action( "QUIT" );
6926 ctxt.register_action( "HELP_KEYBINDINGS" );
6927 if( use_tiles ) {
6928 ctxt.register_action( "zoom_out" );
6929 ctxt.register_action( "zoom_in" );
6930 }
6931#if defined(TILES)
6932 ctxt.register_action( "toggle_pixel_minimap" );
6933#endif // TILES
6934
6935 const int old_levz = get_levz();
6936 const int min_levz = std::max( old_levz - fov_3d_z_range, -OVERMAP_DEPTH );
6937 const int max_levz = std::min( old_levz + fov_3d_z_range, OVERMAP_HEIGHT );
6938
6939 m.update_visibility_cache( old_levz );
6940 const visibility_variables &cache = g->m.get_visibility_variables_cache();
6941
6942 bool blink = true;
6944
6945 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6946
6947 if( show_window && ui ) {
6948 ui->on_redraw( [&]( const ui_adaptor & ) {
6949 werase( w_info );
6950 draw_border( w_info );
6951
6952 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6953
6954 std::string extended_descr_text = string_format( _( "%s - %s" ),
6955 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6956 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6957 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6958 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6959 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6960#if defined(TILES)
6961 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6962 ctxt.get_desc( "toggle_pixel_minimap" ),
6963 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6964#endif // TILES
6965
6966 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6967 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6968 fast_scroll_text );
6969#if defined(TILES)
6970 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6971 pixel_minimap_text );
6972#endif // TILES
6973
6974 int first_line = 1;
6975 const int last_line = getmaxy( w_info ) - 3;
6976 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6977
6978 wnoutrefresh( w_info );
6979 } );
6980 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6981 draw_look_around_cursor( lp, cache );
6982 } );
6983 add_draw_callback( ter_indicator_cb );
6984 }
6985
6986 cata::optional<tripoint> zone_start;
6987 cata::optional<tripoint> zone_end;
6988 bool zone_blink = false;
6989 bool zone_cursor = true;
6990 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6991 zone_cursor, is_moving_zone );
6992 add_draw_callback( zone_cb );
6993
6994 is_looking = true;
6995 const tripoint prev_offset = u.view_offset;
6996#if defined(TILES)
6997 const int prev_tileset_zoom = tileset_zoom;
6998 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6999 get_zoom() != 4 ) {
7000 zoom_out();
7001 }
7003#endif
7004 do {
7005 u.view_offset = center - u.pos();
7006 if( select_zone ) {
7007 if( has_first_point ) {
7008 zone_start = start_point;
7009 zone_end = lp;
7010 } else {
7011 zone_start = lp;
7012 zone_end = cata::nullopt;
7013 }
7014 // Actually accessed from the terrain overlay callback `zone_cb` in the
7015 // call to `ui_manager::redraw`.
7016 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7017 zone_blink = blink;
7018 }
7019
7020 if( is_moving_zone ) {
7021 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
7022 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
7023 // Actually accessed from the terrain overlay callback `zone_cb` in the
7024 // call to `ui_manager::redraw`.
7025 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7026 zone_blink = blink;
7027 }
7030 if( ( select_zone && has_first_point ) || is_moving_zone ) {
7031 ctxt.set_timeout( BLINK_SPEED );
7032 }
7033
7034 //Wait for input
7035 // only specify a timeout here if "EDGE_SCROLL" is enabled
7036 // otherwise use the previously set timeout
7037 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
7038 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
7039 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
7040 if( edge_scrolling ) {
7041 action = ctxt.handle_input( scroll_timeout );
7042 } else {
7043 action = ctxt.handle_input();
7044 }
7045 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
7046 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
7047 blink = true; // Always draw blink symbols when moving cursor
7048 } else if( action == "TIMEOUT" ) {
7049 blink = !blink;
7050 }
7051 if( action == "LIST_ITEMS" ) {
7053 } else if( action == "TOGGLE_FAST_SCROLL" ) {
7054 fast_scroll = !fast_scroll;
7055 } else if( action == "toggle_pixel_minimap" ) {
7057
7058 if( show_window && ui ) {
7059 ui->mark_resize();
7060 }
7061 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
7062 if( !allow_zlev_move ) {
7063 continue;
7064 }
7065
7066 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
7067 lz = clamp( lz + dz, min_levz, max_levz );
7068 center.z = clamp( center.z + dz, min_levz, max_levz );
7069
7070 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
7071 u.view_offset.z = center.z - u.posz();
7073 } else if( action == "TRAVEL_TO" ) {
7074 if( !u.sees( lp ) ) {
7075 add_msg( _( "You can't see that destination." ) );
7076 continue;
7077 }
7078
7079 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
7080 if( route.size() > 1 ) {
7081 route.pop_back();
7082 u.set_destination( route );
7083 } else {
7084 add_msg( m_info, _( "You can't travel there." ) );
7085 continue;
7086 }
7087 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
7089 display_scent();
7090 }
7091 } else if( action == "debug_temp" ) {
7094 }
7095 } else if( action == "debug_lighting" ) {
7098 }
7099 } else if( action == "debug_transparency" ) {
7102 }
7103 } else if( action == "debug_radiation" ) {
7106 }
7107 } else if( action == "debug_submap_grid" ) {
7108 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
7109 } else if( action == "debug_hour_timer" ) {
7111 } else if( action == "EXTENDED_DESCRIPTION" ) {
7113 } else if( action == "CENTER" ) {
7114 center = u.pos();
7115 lp = u.pos();
7116 u.view_offset.z = 0;
7117 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
7118 // This block is structured this way so that edge scroll can work
7119 // whether the mouse is moving at the edge or simply stationary
7120 // at the edge. But even if edge scroll isn't in play, there's
7121 // other things for us to do here.
7122
7123 if( edge_scrolling ) {
7124 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
7125 } else if( action == "MOUSE_MOVE" ) {
7126 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
7127 if( mouse_pos ) {
7128 lx = mouse_pos->x;
7129 ly = mouse_pos->y;
7130 }
7131 }
7132 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
7133 if( fast_scroll ) {
7134 vec->x *= soffset;
7135 vec->y *= soffset;
7136 }
7137
7138 lx = lx + vec->x;
7139 ly = ly + vec->y;
7140 center.x = center.x + vec->x;
7141 center.y = center.y + vec->y;
7142 } else if( action == "throw_blind" ) {
7143 result.peek_action = PA_BLIND_THROW;
7144 } else if( action == "zoom_in" ) {
7145 center.x = lp.x;
7146 center.y = lp.y;
7147 zoom_in();
7149 } else if( action == "zoom_out" ) {
7150 center.x = lp.x;
7151 center.y = lp.y;
7152 zoom_out();
7154 }
7155 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
7156 action != "throw_blind" );
7157
7158 if( m.has_zlevels() && center.z != old_levz ) {
7159 m.invalidate_map_cache( old_levz );
7160 m.build_map_cache( old_levz );
7161 u.view_offset.z = 0;
7162 }
7163
7164 ctxt.reset_timeout();
7165 u.view_offset = prev_offset;
7166 zone_cb = nullptr;
7167 is_looking = false;
7168
7170 bVMonsterLookFire = true;
7171
7172 if( action == "CONFIRM" || action == "SELECT" ) {
7173 result.position = is_moving_zone ? zone_start : lp;
7174 }
7175
7176#if defined(TILES)
7177 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
7178 // Reset the tileset zoom to the previous value
7179 set_zoom( prev_tileset_zoom );
7181 }
7182#endif
7183
7184 return result;
7185}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2393
void set_zoom(int level)
Definition: game.cpp:7336
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5950
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6824
int get_zoom() const
Definition: game.cpp:7348
void invalidate_map_cache(const int zlev)
Definition: map.h:458
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2273
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3388
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5943 of file game.cpp.

5944{
5945 editmap edit;
5946 return edit.edit();
5947}
cata::optional< tripoint > edit()
Definition: editmap.cpp:338

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3345 of file game.cpp.

3346{
3348 if( ui ) {
3349 ui->mark_resize();
3350 }
3351}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 3087 of file game.cpp.

3088{
3089 return *memorial_logger_ptr;
3090}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 4036 of file game.cpp.

4037{
4038 const monster_visible_info &mon_visible = u.get_mon_visible();
4039 const auto &unique_types = mon_visible.unique_types;
4040 const auto &unique_mons = mon_visible.unique_mons;
4041 const auto &dangerous = mon_visible.dangerous;
4042
4043 const int width = getmaxx( w ) - 2 * hor_padding;
4044 const int maxheight = getmaxy( w );
4045
4046 const int startrow = 0;
4047
4048 // Print the direction headings
4049 // Reminder:
4050 // 7 0 1 unique_types uses these indices;
4051 // 6 8 2 0-7 are provide by direction_from()
4052 // 5 4 3 8 is used for local monsters (for when we explain them below)
4053
4054 const std::array<std::string, 8> dir_labels = {{
4055 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
4056 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
4057 }
4058 };
4059 std::array<int, 8> widths;
4060 for( int i = 0; i < 8; i++ ) {
4061 widths[i] = utf8_width( dir_labels[i] );
4062 }
4063 std::array<int, 8> xcoords;
4064 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
4065 xcoords[0] = xcoords[4] = width / 3;
4066 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
4067 xcoords[5] = xcoords[6] = xcoords[7] = 0;
4068 //for the alignment of the 1,2,3 rows on the right edge
4069 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
4070 for( int i = 0; i < 8; i++ ) {
4071 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
4072 : ( dangerous[i] ? c_light_red : c_light_gray );
4073 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
4074 }
4075
4076 // Print the symbols of all monsters in all directions.
4077 for( int i = 0; i < 8; i++ ) {
4078 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
4079
4080 // The list of symbols needs a space on each end.
4081 int symroom = ( width / 3 ) - widths[i] - 2;
4082 const int typeshere_npc = unique_types[i].size();
4083 const int typeshere_mon = unique_mons[i].size();
4084 const int typeshere = typeshere_mon + typeshere_npc;
4085 for( int j = 0; j < typeshere && j < symroom; j++ ) {
4086 nc_color c;
4087 std::string sym;
4088 if( symroom < typeshere && j == symroom - 1 ) {
4089 // We've run out of room!
4090 c = c_white;
4091 sym = "+";
4092 } else if( j < typeshere_npc ) {
4093 switch( unique_types[i][j]->get_attitude() ) {
4094 case NPCATT_KILL:
4095 c = c_red;
4096 break;
4097 case NPCATT_FOLLOW:
4098 c = c_light_green;
4099 break;
4100 default:
4101 c = c_pink;
4102 break;
4103 }
4104 sym = "@";
4105 } else {
4106 const mtype &mt = *unique_mons[i][j - typeshere_npc];
4107 c = mt.color;
4108 sym = mt.sym;
4109 }
4110 mvwprintz( w, pr, c, sym );
4111
4112 pr.x++;
4113 }
4114 }
4115
4116 // Now we print their full names!
4117
4118 std::set<const mtype *> listed_mons;
4119
4120 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
4121 // is blank.
4122 point pr( hor_padding, 4 + startrow );
4123
4124 // Print monster names, starting with those at location 8 (nearby).
4125 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
4126 // Separate names by some number of spaces (more for local monsters).
4127 int namesep = ( j == 8 ? 2 : 1 );
4128 for( const mtype *type : unique_mons[j] ) {
4129 if( pr.y >= maxheight ) {
4130 // no space to print to anyway
4131 break;
4132 }
4133 if( listed_mons.count( type ) > 0 ) {
4134 // this type is already printed.
4135 continue;
4136 }
4137 listed_mons.insert( type );
4138
4139 const mtype &mt = *type;
4140 const std::string name = mt.nname();
4141
4142 // Move to the next row if necessary. (The +2 is for the "Z ").
4143 if( pr.x + 2 + utf8_width( name ) >= width ) {
4144 pr.y++;
4145 pr.x = hor_padding;
4146 }
4147
4148 if( pr.y < maxheight ) { // Don't print if we've overflowed
4149 mvwprintz( w, pr, mt.color, mt.sym );
4150 pr.x += 2; // symbol and space
4151 nc_color danger = c_dark_gray;
4152 if( mt.difficulty >= 30 ) {
4153 danger = c_red;
4154 } else if( mt.difficulty >= 16 ) {
4155 danger = c_light_red;
4156 } else if( mt.difficulty >= 8 ) {
4157 danger = c_white;
4158 } else if( mt.agro > 0 ) {
4159 danger = c_light_gray;
4160 }
4161 mvwprintz( w, pr, danger, name );
4162 pr.x += utf8_width( name ) + namesep;
4163 }
4164 }
4165 }
4166}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< const mtype * > unique_mons[9]
Definition: avatar.h:47
bool dangerous[8]
Definition: avatar.h:50
std::vector< npc * > unique_types[9]
Definition: avatar.h:46
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:253
nc_color color
Definition: mtype.h:258
int difficulty
Definition: mtype.h:264
int agro
e.g.
Definition: mtype.h:269

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 4168 of file game.cpp.

4169{
4170 int newseen = 0;
4171 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
4172 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
4173 safe_proxy_dist;
4174
4175 monster_visible_info &mon_visible = u.get_mon_visible();
4176 auto &new_seen_mon = mon_visible.new_seen_mon;
4177 auto &unique_types = mon_visible.unique_types;
4178 auto &unique_mons = mon_visible.unique_mons;
4179 auto &dangerous = mon_visible.dangerous;
4180
4181 // 7 0 1 unique_types uses these indices;
4182 // 6 8 2 0-7 are provide by direction_from()
4183 // 5 4 3 8 is used for local monsters (for when we explain them below)
4184 for( auto &t : unique_types ) {
4185 t.clear();
4186 }
4187 for( auto &m : unique_mons ) {
4188 m.clear();
4189 }
4190 std::fill( dangerous, dangerous + 8, false );
4191
4192 const tripoint view = u.pos() + u.view_offset;
4193 new_seen_mon.clear();
4194
4195 // TODO: no reason to have it static here
4196 static time_point previous_turn = calendar::start_of_cataclysm;
4197 const time_duration sm_ignored_time = time_duration::from_turns(
4198 get_option<int>( "SAFEMODEIGNORETURNS" ) );
4199
4201 monster *m = dynamic_cast<monster *>( c );
4202 npc *p = dynamic_cast<npc *>( c );
4203 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4204 const int mx = POSX + ( c->posx() - view.x );
4205 const int my = POSY + ( c->posy() - view.y );
4206 int index = 8;
4207 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4208 // for compatibility with old code, see diagram below, it explains the values for index,
4209 // also might need revisiting one z-levels are in.
4210 switch( dir_to_mon ) {
4214 index = 7;
4215 break;
4217 case direction::NORTH:
4219 index = 0;
4220 break;
4224 index = 1;
4225 break;
4227 case direction::WEST:
4229 index = 6;
4230 break;
4232 case direction::CENTER:
4234 index = 8;
4235 break;
4237 case direction::EAST:
4239 index = 2;
4240 break;
4244 index = 5;
4245 break;
4247 case direction::SOUTH:
4249 index = 4;
4250 break;
4254 index = 3;
4255 break;
4256 }
4257 }
4258
4259 rule_state safemode_state = RULE_NONE;
4260 const bool safemode_empty = get_safemode().empty();
4261
4262 if( m != nullptr ) {
4263 //Safemode monster check
4264 monster &critter = *m;
4265
4266 const monster_attitude matt = critter.attitude( &u );
4267 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4268 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4269
4270 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4271 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4272 if( index < 8 && critter.sees( g->u ) ) {
4273 dangerous[index] = true;
4274 }
4275
4276 if( !safemode_empty || mon_dist <= iProxyDist ) {
4277 bool passmon = false;
4278 if( critter.ignoring > 0 ) {
4279 if( safe_mode != SAFE_MODE_ON ) {
4280 critter.ignoring = 0;
4281 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4282 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4283 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4284 passmon = true;
4285 }
4286 critter.lastseen_turn = calendar::turn;
4287 }
4288
4289 if( !passmon ) {
4290 newseen++;
4291 new_seen_mon.push_back( shared_from( critter ) );
4292 }
4293 }
4294 }
4295
4296 std::vector<const mtype *> &vec = unique_mons[index];
4297 if( std::find( vec.begin(), vec.end(), critter.type ) == vec.end() ) {
4298 vec.push_back( critter.type );
4299 }
4300 } else if( p != nullptr ) {
4301 //Safe mode NPC check
4302
4303 const int npc_dist = rl_dist( u.pos(), p->pos() );
4304 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4305 npc_dist );
4306
4307 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4308 p->get_attitude() == NPCATT_KILL ) ) {
4309 if( !safemode_empty || npc_dist <= iProxyDist ) {
4310 newseen++;
4311 }
4312 }
4313 unique_types[index].push_back( p );
4314 }
4315 }
4316
4317 if( newseen > mostseen ) {
4318 if( newseen - mostseen == 1 ) {
4319 if( !new_seen_mon.empty() ) {
4320 monster &critter = *new_seen_mon.back();
4322 string_format( _( "%s spotted!" ), critter.name() ) );
4323 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4324 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4326 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4327 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4328 // Triffids present. We ain't got TIME to adrenaline comedown!
4329 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4330 u.mod_pain( 3 ); // Does take it out of you, though
4331 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4332 }
4333 }
4334 } else {
4335 //Hostile NPC
4337 _( "Hostile survivor spotted!" ) );
4338 }
4339 } else {
4341 }
4343 if( safe_mode == SAFE_MODE_ON ) {
4345 }
4346 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4347 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4348 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4349 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4351 add_msg( m_info, _( "Safe mode ON!" ) );
4352 }
4353 }
4354
4355 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4357 }
4358
4359 previous_turn = calendar::turn;
4360 mostseen = newseen;
4361}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1244
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1790
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1066
cata::optional< time_point > lastseen_turn
Definition: monster.h:506
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2074
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:272
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:54
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), detail::find(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4398 of file game.cpp.

4399{
4400 cleanup_dead();
4401
4402 for( monster &critter : all_monsters() ) {
4403 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4404 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4405 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4406 critter.pos().to_string(), m.tername( critter.pos() ) );
4407 dbg( DL::Error ) << msg;
4408 add_msg( m_debug, msg );
4409 bool okay = false;
4410 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4411 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4412 critter.setpos( dest );
4413 okay = true;
4414 break;
4415 }
4416 }
4417 if( !okay ) {
4418 // die of "natural" cause (overpopulation is natural)
4419 critter.die( nullptr );
4420 }
4421 }
4422
4423 if( !critter.is_dead() ) {
4424 critter.process_items();
4425 }
4426
4427 if( !critter.is_dead() ) {
4428 critter.process_turn();
4429 }
4430
4431 m.creature_in_field( critter );
4432 if( calendar::once_every( 1_days ) ) {
4433 if( critter.has_flag( MF_MILKABLE ) ) {
4434 critter.refill_udders();
4435 }
4436 critter.try_reproduce();
4437 }
4438 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4439 critter.made_footstep = false;
4440 // Controlled critters don't make their own plans
4441 if( !critter.has_effect( effect_ai_controlled ) ) {
4442 // Formulate a path to follow
4443 critter.plan();
4444 }
4445 critter.move(); // Move one square, possibly hit u
4446 critter.process_triggers();
4447 m.creature_in_field( critter );
4448 }
4449
4450 if( !critter.is_dead() &&
4451 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4452 u.get_power_level() >= 25_kJ &&
4453 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4454 !critter.is_hallucination() ) {
4455 u.mod_power_level( -25_kJ );
4456 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4458 _( "Your motion alarm goes off!" ) );
4459 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4460 u.wake_up();
4461 }
4462 }
4463 }
4464
4465 cleanup_dead();
4466
4467 // The remaining monsters are all alive, but may be outside of the reality bubble.
4468 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4469 // monster::die function is not called.
4470 for( monster &critter : all_monsters() ) {
4471 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4472 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4473 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4474 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4475 despawn_monster( critter );
4476 }
4477 }
4478
4479 // Now, do active NPCs.
4480 for( npc &guy : g->all_npcs() ) {
4481 int turns = 0;
4482 if( guy.is_mounted() ) {
4483 guy.check_mount_is_spooked();
4484 }
4485 m.creature_in_field( guy );
4486 if( !guy.has_effect( effect_npc_suspend ) ) {
4487 guy.process_turn();
4488 }
4489 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4490 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4491 ) {
4492 int moves = guy.moves;
4493 guy.move();
4494 if( moves == guy.moves ) {
4495 // Count every time we exit npc::move() without spending any moves.
4496 turns++;
4497 }
4498
4499 // Turn on debug mode when in infinite loop
4500 // It has to be done before the last turn, otherwise
4501 // there will be no meaningful debug output.
4502 if( turns == 9 ) {
4503 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4504 guy.name );
4505 debug_mode = true;
4506 }
4507 }
4508
4509 // If we spun too long trying to decide what to do (without spending moves),
4510 // Invoke cognitive suspension to prevent an infinite loop.
4511 if( turns == 10 ) {
4512 add_msg( _( "%s faints!" ), guy.name );
4513 guy.reboot();
4514 }
4515
4516 if( !guy.is_dead() ) {
4517 guy.npc_update_body();
4518 }
4519 }
4520 cleanup_dead();
4521}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1976
units::energy get_power_level() const
Definition: character.cpp:1956
void wake_up()
Definition: avatar.cpp:947
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), motion_alarm, calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2340 of file game.cpp.

2342{
2343 const int rate = get_option<int>( "EDGE_SCROLL" );
2344 auto ret = std::make_pair( tripoint_zero, last );
2345 if( rate == -1 ) {
2346 // Fast return when the option is disabled.
2347 return ret;
2348 }
2349 // Ensure the parameters are used even if the #if below is false
2350 ( void ) ctxt;
2351 ( void ) speed;
2352 ( void ) iso;
2353#if (defined TILES || defined _WIN32 || defined WINDOWS)
2354 auto now = std::chrono::steady_clock::now();
2355 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2356 return ret;
2357 } else {
2359 }
2360 const input_event event = ctxt.get_raw_input();
2361 if( event.type == CATA_INPUT_MOUSE ) {
2362 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2363 if( event.mouse_pos.x <= threshold.x ) {
2364 ret.first.x -= speed;
2365 if( iso ) {
2366 ret.first.y -= speed;
2367 }
2368 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2369 ret.first.x += speed;
2370 if( iso ) {
2371 ret.first.y += speed;
2372 }
2373 }
2374 if( event.mouse_pos.y <= threshold.y ) {
2375 ret.first.y -= speed;
2376 if( iso ) {
2377 ret.first.x += speed;
2378 }
2379 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2380 ret.first.y += speed;
2381 if( iso ) {
2382 ret.first.x -= speed;
2383 }
2384 }
2385 ret.second = ret.first;
2386 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2387 ret.first = ret.second;
2388 }
2389#endif
2390 return ret;
2391}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2402 of file game.cpp.

2403{
2404 // overmap has no iso mode
2408 return ret.first;
2409}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2340
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1117
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1118

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2393 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2774 of file game.cpp.

2775{
2776 const std::string save_dir = get_world_base_save_path();
2777 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2778 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2779 const std::string prefix = base64_encode( u.name ) + ".";
2780
2781 if( !assure_dir_exist( graveyard_dir ) ) {
2782 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2783 }
2784
2785 if( !assure_dir_exist( graveyard_save_dir ) ) {
2786 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2787 }
2788
2789 const auto save_files = get_files_from_path( prefix, save_dir );
2790 if( save_files.empty() ) {
2791 debugmsg( "could not find save files in '%s'", save_dir );
2792 }
2793
2794 for( const auto &src_path : save_files ) {
2795 const std::string dst_path = graveyard_save_dir +
2796 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2797
2798 if( rename_file( src_path, dst_path ) ) {
2799 continue;
2800 }
2801
2802 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2803
2804 if( remove_file( src_path ) ) {
2805 continue;
2806 }
2807
2808 debugmsg( "could not remove file '%s'", src_path );
2809 }
2810}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5412 of file game.cpp.

5413{
5414 const optional_vpart_position vp = m.veh_at( u.pos() );
5415 if( !vp ) {
5416 debugmsg( "Tried to exit non-existent vehicle." );
5417 return;
5418 }
5419 vehicle *const veh = &vp->vehicle();
5420 if( u.pos() == dest_loc ) {
5421 debugmsg( "Need somewhere to dismount towards." );
5422 return;
5423 }
5424 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5425 // TODO:: make dir() const correct!
5426 const units::angle d = ray.dir();
5427 add_msg( _( "You dive from the %s." ), veh->name );
5428 m.unboard_vehicle( u.pos() );
5429 u.moves -= 200;
5430 // Dive three tiles in the direction of tox and toy
5431 fling_creature( &u, d, 30, true );
5432 // Hit the ground according to vehicle speed
5433 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5434 if( veh->velocity > 0 ) {
5435 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5436 } else {
5437 fling_creature( &u, veh->face.dir() + 180_degrees,
5438 -( veh->velocity ) / static_cast<float>( 100 ) );
5439 }
5440 }
5441}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:10300

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3855 of file game.cpp.

3856{
3857 // ignore while underground or above limits
3858 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3859 return LIGHT_AMBIENT_MINIMAL;
3860 }
3861
3862 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3863 // Already found the light level for now?
3864 return latest_lightlevels[zlev];
3865 }
3866
3867 float ret = LIGHT_AMBIENT_MINIMAL;
3868
3869 // Sunlight/moonlight related stuff
3871 if( !weather.lightning_active ) {
3873 } else {
3874 // Recent lightning strike has lit the area
3876 }
3877
3879
3880 // Artifact light level changes here. Even though some of these only have an effect
3881 // aboveground it is cheaper performance wise to simply iterate through the entire
3882 // list once instead of twice.
3883 float mod_ret = -1;
3884 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3885 // will trump a lower one.
3886 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3887 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3888 const time_duration left = e->when - calendar::turn;
3889 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3890 if( left > 25_turns ) {
3891 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3892 // and the last 25 scale back towards normal.
3893 } else {
3894 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3895 }
3896 }
3898 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3899 mod_ret = std::max<float>( ret, default_daylight_level() );
3900 }
3901 // If we had a changed light level due to an artifact event then it overwrites
3902 // the natural light level.
3903 if( mod_ret > -1 ) {
3904 ret = mod_ret;
3905 }
3906
3907 // Cap everything to our minimum light level
3908 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3909
3910 latest_lightlevels[zlev] = ret;
3911
3912 return ret;
3913}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1090
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5543 of file game.cpp.

5544{
5545 enum choices : int {
5546 talk = 0,
5547 swap_pos,
5548 push,
5549 examine_wounds,
5550 use_item,
5551 sort_armor,
5552 attack,
5553 disarm,
5554 steal
5555 };
5556
5557 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5558
5559 uilist amenu;
5560
5561 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5562 amenu.addentry( talk, true, 't', _( "Talk" ) );
5563 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5564 !u.is_mounted(), 's', _( "Swap positions" ) );
5565 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5566 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5567 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5568 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5569 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5570 if( !who.is_player_ally() ) {
5571 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5572 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5573 }
5574
5575 amenu.query();
5576
5577 const int choice = amenu.ret;
5578 if( choice == talk ) {
5579 who.talk_to_u();
5580 } else if( choice == swap_pos ) {
5581 if( !prompt_dangerous_tile( who.pos() ) ) {
5582 return true;
5583 }
5584 // TODO: Make NPCs protest when displaced onto dangerous crap
5585 add_msg( _( "You swap places with %s." ), who.name );
5586 swap_critters( u, who );
5587 // TODO: Make that depend on stuff
5588 u.mod_moves( -200 );
5589 } else if( choice == push ) {
5590 // TODO: Make NPCs protest when displaced onto dangerous crap
5591 tripoint oldpos = who.pos();
5592 who.move_away_from( u.pos(), true );
5593 u.mod_moves( -20 );
5594 if( oldpos != who.pos() ) {
5595 add_msg( _( "%s moves out of the way." ), who.name );
5596 } else {
5597 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5598 }
5599 } else if( choice == examine_wounds ) {
5600 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5601
5602 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5603 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5604 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5605 0.0f, 0.0f );
5606 } else if( choice == use_item ) {
5607 static const std::string heal_string( "heal" );
5608 const auto will_accept = []( const item & it ) {
5609 const auto use_fun = it.get_use( heal_string );
5610 if( use_fun == nullptr ) {
5611 return false;
5612 }
5613
5614 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5615
5616 return actor != nullptr &&
5617 actor->limb_power >= 0 &&
5618 actor->head_power >= 0 &&
5619 actor->torso_power >= 0;
5620 };
5621 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5622
5623 if( !loc ) {
5624 add_msg( _( "Never mind" ) );
5625 return false;
5626 }
5627 item &used = *loc;
5628 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5629 if( did_use ) {
5630 // Note: exiting a body part selection menu counts as use here
5631 u.mod_moves( -300 );
5632 }
5633 } else if( choice == sort_armor ) {
5634 who.sort_armor();
5635 u.mod_moves( -100 );
5636 } else if( choice == attack ) {
5637 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5638 u.melee_attack( who, true );
5639 who.on_attacked( u );
5640 }
5641 } else if( choice == disarm ) {
5642 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5643 u.disarm( who );
5644 }
5645 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5646 u.steal( who );
5647 }
5648
5649 return true;
5650}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5830
bool in_sleep_state() const override
Definition: character.cpp:9296
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:307
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2340
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9241
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:5069
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:730
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1446
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2516
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2264
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:552

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 5014 of file game.cpp.

5015{
5016 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
5017}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 10258 of file game.cpp.

10259{
10260 // TODO: Move this to a character method
10261 if( !u.is_mounted() ) {
10262 const item muscle( "muscle" );
10263 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
10264 if( u.has_active_bionic( bid ) ) {// active power gen
10265 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
10266 } else if( u.has_bionic( bid ) ) {// passive power gen
10267 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
10268 }
10269 }
10270
10271 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
10272 if( u.movement_mode_is( CMM_RUN ) ) {
10273 u.mod_power_level( -55_J );
10274 } else {
10275 u.mod_power_level( -35_J );
10276 }
10277 }
10278 }
10279
10280 if( u.movement_mode_is( CMM_RUN ) ) {
10281 if( !u.can_run() ) {
10283 }
10284 }
10285
10286 // apply martial art move bonuses
10287 u.martial_arts_data->ma_onmove_effects( u );
10288
10290}
@ CMM_RUN
Definition: character.h:98
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1322
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1608
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1917
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1866
void do_ambient()
Definition: sounds.cpp:1607
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 10292 of file game.cpp.

10293{
10294#if defined(TILES)
10295 tilecontext->on_options_changed();
10296#endif
10297 grid_tracker_ptr->on_options_changed();
10298}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1488 of file handle_action.cpp.

1489{
1490 uilist as_m;
1491
1492 as_m.text = _( "What do you want to consume?" );
1493
1494 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1495 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1496 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1497 as_m.query();
1498
1499 switch( as_m.ret ) {
1500 case 0:
1502 break;
1503 case 1:
1505 break;
1506 case 2:
1508 break;
1509 default:
1510 break;
1511 }
1512}
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ open_gate()

void game::open_gate ( const tripoint p)

Definition at line 5407 of file game.cpp.

5408{
5409 gates::open_gate( p, u );
5410}
void open_gate(const tripoint &pos, player &p)
opens the gate via player's activity
Definition: gates.cpp:235

References gates::open_gate(), and u.

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4523 of file game.cpp.

4524{
4525 std::vector<npc *> travelling_npcs;
4526 static constexpr int move_search_radius = 600;
4527 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4528 if( !elem ) {
4529 continue;
4530 }
4531 npc *npc_to_add = elem.get();
4532 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4533 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4534 travelling_npcs.push_back( npc_to_add );
4535 }
4536 }
4537 for( auto &elem : travelling_npcs ) {
4538 if( elem->has_omt_destination() ) {
4539 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4540 //recalculate path, we got distracted doing something else probably
4541 elem->omt_path.clear();
4542 }
4543 if( elem->omt_path.empty() ) {
4544 const tripoint_abs_omt &from = elem->global_omt_location();
4545 const tripoint_abs_omt &to = elem->goal;
4546 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4548 if( elem->omt_path.empty() ) {
4549 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4550 elem->get_name(), from.to_string(), to.to_string() );
4551 elem->goal = npc::no_goal_point;
4552 elem->mission = NPC_MISSION_NULL;
4553 }
4554 } else {
4555 if( elem->omt_path.back() == elem->global_omt_location() ) {
4556 elem->omt_path.pop_back();
4557 }
4558 // TODO: fix point types
4559 elem->travel_overmap(
4560 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4561 }
4562 reload_npcs();
4563 }
4564 }
4565 return;
4566}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:1030
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2192
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5901 of file game.cpp.

5902{
5903 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5904 if( !p ) {
5905 return;
5906 }
5907
5908 if( p->z != 0 ) {
5909 const tripoint old_pos = u.pos();
5910 vertical_move( p->z, false, true );
5911
5912 if( old_pos != u.pos() ) {
5913 look_around();
5914 vertical_move( p->z * -1, false, true );
5915 }
5916 return;
5917 }
5918
5919 if( m.impassable( u.pos() + *p ) ) {
5920 return;
5921 }
5922
5923 peek( u.pos() + *p );
5924}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:967

References _, choose_direction(), map::impassable(), look_around(), m, peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5926 of file game.cpp.

5927{
5928 u.moves -= 200;
5929 tripoint prev = u.pos();
5930 u.setpos( p );
5931 tripoint center = p;
5932 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5933 true );
5934 u.setpos( prev );
5935
5936 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5937 item_location loc;
5938 avatar_action::plthrow( u, loc, p );
5939 }
5941}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11565 of file game.cpp.

11566{
11567 if( !calendar::once_every( 1_hours ) ) {
11568 return;
11569 }
11570 // Create a new NPC?
11571 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11572 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11573 return;
11574 }
11575
11576 float density = get_option<float>( "NPC_DENSITY" );
11577 static constexpr int density_search_radius = 60;
11578 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11579 if( npc_num > 0.0 ) {
11580 // 100%, 80%, 64%, 52%, 41%, 33%...
11581 density *= std::pow( 0.8f, npc_num );
11582 }
11583
11584 if( !x_in_y( density, 100 ) ) {
11585 return;
11586 }
11587 bool spawn_allowed = false;
11589 int counter = 0;
11590 while( !spawn_allowed ) {
11591 if( counter >= 10 ) {
11592 return;
11593 }
11594 static constexpr int radius_spawn_range = 120;
11595 const tripoint_abs_omt u_omt = u.global_omt_location();
11596 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11597 rng( -radius_spawn_range, radius_spawn_range ) );
11598 spawn_point.z() = 0;
11599 const oter_id oter = overmap_buffer.ter( spawn_point );
11600 // shouldn't spawn on lakes or rivers.
11601 if( !is_river_or_lake( oter ) ) {
11602 spawn_allowed = true;
11603 }
11604 counter += 1;
11605 }
11606 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11607 tmp->normalize();
11608 tmp->randomize();
11609 std::string new_fac_id = "solo_";
11610 new_fac_id += tmp->name;
11611 // create a new "lone wolf" faction for this one NPC
11612 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11613 faction_id( "no_faction" ) );
11614 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11615 // adds the npc to the correct overmap.
11616 // Only spawn random NPCs on z-level 0
11617 // TODO: fix point types
11618 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11619 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11621 tmp->form_opinion( u );
11622 tmp->mission = NPC_MISSION_NULL;
11623 tmp->long_term_goal_action();
11624 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11625 tmp->getID() ) );
11626 // This will make the new NPC active- if its nearby to the player
11627 load_npcs();
11628}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:47
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:505

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9990 of file game.cpp.

9991{
9992 if( dest_loc.z != u.posz() && !via_ramp ) {
9993 // No vertical phasing yet
9994 return false;
9995 }
9996
9997 //probability travel through walls but not water
9998 tripoint dest = dest_loc;
9999 // tile is impassable
10000 int tunneldist = 0;
10001 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
10002 while( m.impassable( dest ) ||
10003 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
10004 //add 1 to tunnel distance for each impassable tile in the line
10005 tunneldist += 1;
10006 //Being dimensionally anchored prevents quantum shenanigans.
10007 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
10009 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
10010 return false;
10011 }
10012
10013 if( tunneldist > 24 ) {
10014 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
10015 return false;
10016 }
10017
10018 dest.x += d.x;
10019 dest.y += d.y;
10020 }
10021
10022 if( tunneldist != 0 ) {
10023 if( ( tunneldist - 1 ) * 100_kJ
10024 > //The first 100 was already taken up by the bionic's activation cost.
10025 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
10026 if( tunneldist * 100_kJ >
10028 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
10029 } else {
10030 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
10031 ( 100 * tunneldist ) );
10032 }
10033 return false;
10034 }
10035
10036 if( u.in_vehicle ) {
10037 m.unboard_vehicle( u.pos() );
10038 }
10039
10040 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
10041 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
10042 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
10043 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
10044 u.moves -= ( 50 + ( tunneldist * 50 ) );
10045 u.setpos( dest );
10046
10047 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
10048 m.board_vehicle( u.pos(), &u );
10049 }
10050
10051 u.grab( OBJECT_NONE );
10053 m.creature_on_trap( u );
10054 return true;
10055 }
10056
10057 return false;
10058}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3241
units::energy get_max_power_level() const
Definition: character.cpp:1961
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1195
void on_move_effects()
Definition: game.cpp:10258
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1028
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5872 of file game.cpp.

5873{
5874 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5875 _( "There is nothing to pick up nearby." ),
5876 ACTION_PICKUP, false );
5877 if( !examp_ ) {
5878 return;
5879 }
5880 pickup( *examp_ );
5881}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5883 of file game.cpp.

5884{
5885 // Highlight target
5886 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5887 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5888 } );
5889 add_draw_callback( hilite_cb );
5890
5891 pickup::pick_up( p, 0 );
5892}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5894 of file game.cpp.

5895{
5896 pickup::pick_up( u.pos(), 1 );
5897}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4962 of file game.cpp.

4963{
4964 // TODO: change this into an assert, it must never happen.
4965 if( id.is_null() ) {
4966 return nullptr;
4967 }
4968 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4969}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4962

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4971 of file game.cpp.

4975{
4977 if( forced || can_place_monster( *mon, center ) ) {
4978 where = center;
4979 }
4980
4981 // This loop ensures the monster is placed as close to the center as possible,
4982 // but all places that equally far from the center have the same probability.
4983 for( int r = 1; r <= radius && !where; ++r ) {
4985 }
4986
4987 if( !where ) {
4988 return nullptr;
4989 }
4990 mon->spawn( *where );
4991 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4992}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4944
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4928

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4952 of file game.cpp.

4953{
4954 return place_critter_around( id, p, 0 );
4955}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4957 of file game.cpp.

4958{
4959 return place_critter_around( mon, p, 0 );
4960}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4994 of file game.cpp.

4995{
4996 // TODO: change this into an assert, it must never happen.
4997 if( id.is_null() ) {
4998 return nullptr;
4999 }
5000 return place_critter_within( make_shared_fast<monster>( id ), range );
5001}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4994

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 5003 of file game.cpp.

5005{
5006 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
5007 if( !where ) {
5008 return nullptr;
5009 }
5010 mon->spawn( *where );
5011 return critter_tracker->add( mon ) ? mon.get() : nullptr;
5012}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9629 of file game.cpp.

9630{
9631 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9632 if( const cata::optional<std::string> label = vp1.get_label() ) {
9633 add_msg( m_info, _( "Label here: %s" ), *label );
9634 }
9635 std::string signage = m.get_signage( dest_loc );
9636 if( !signage.empty() ) {
9637 if( !u.has_trait( trait_ILLITERATE ) ) {
9638 add_msg( m_info, _( "The sign says: %s" ), signage );
9639 } else {
9640 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9641 }
9642 }
9643 if( m.has_graffiti_at( dest_loc ) ) {
9644 if( !u.has_trait( trait_ILLITERATE ) ) {
9645 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9646 } else {
9647 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9648 }
9649 }
9650 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9651 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9652 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9653 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9654 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9655 dest_loc ) );
9656 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9657 }
9658 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9659 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9660 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9661 dest_loc ) );
9662 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9663 }
9664 }
9665 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9666 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9667 ( !u.in_vehicle && !g->m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9668 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9669 if( u.is_mounted() ) {
9670 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9671 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9672 } else {
9673 const bodypart_id bp = u.get_random_body_part();
9674 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9675 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9676 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9677 body_part_name_accusative( bp->token ),
9678 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9679 dest_loc ) );
9680 }
9681 }
9682 }
9683 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9684 u.add_effect( effect_bouldering, 1_turns, num_bp );
9685 } else if( u.has_effect( effect_bouldering ) ) {
9687 }
9688 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9689 u.add_effect( effect_no_sight, 1_turns, num_bp );
9690 } else if( u.has_effect( effect_no_sight ) ) {
9692 }
9693
9694 // If we moved out of the nonant, we need update our map data
9695 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9696 add_msg( _( "The water puts out the flames!" ) );
9698 if( u.is_mounted() ) {
9699 monster *mon = u.mounted_creature.get();
9700 if( mon->has_effect( effect_onfire ) ) {
9702 }
9703 }
9704 }
9705
9706 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9707 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9708 // Immobile monsters can't be displaced.
9709 monster &critter = *mon_ptr;
9710 // TODO: handling for ridden creatures other than players mount.
9711 if( !critter.has_effect( effect_ridden ) ) {
9712 if( u.is_mounted() ) {
9713 std::vector<tripoint> valid;
9714 for( const tripoint &jk : g->m.points_in_radius( critter.pos(), 1 ) ) {
9715 if( is_empty( jk ) ) {
9716 valid.push_back( jk );
9717 }
9718 }
9719 if( !valid.empty() ) {
9720 critter.move_to( random_entry( valid ) );
9721 add_msg( _( "You push the %s out of the way." ), critter.name() );
9722 } else {
9723 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9724 return u.pos().xy();
9725 }
9726 } else {
9727 critter.move_to( u.pos(), false,
9728 true ); // Force the movement even though the player is there right now.
9729 add_msg( _( "You displace the %s." ), critter.name() );
9730 }
9731 } else if( !u.has_effect( effect_riding ) ) {
9732 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9733 return u.pos().xy();
9734 }
9735 }
9736
9737 // If the player is in a vehicle, unboard them from the current part
9738 if( u.in_vehicle ) {
9739 m.unboard_vehicle( u.pos() );
9740 }
9741 // Move the player
9742 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9743 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9744 vertical_shift( dest_loc.z );
9745 }
9746
9747 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9748 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9749 vp1 ) ) {
9750 u.stop_hauling();
9751 }
9752 u.setpos( dest_loc );
9753 if( u.is_mounted() ) {
9754 monster *mon = u.mounted_creature.get();
9755 mon->setpos( dest_loc );
9756 mon->process_triggers();
9757 m.creature_in_field( *mon );
9758 }
9759 point submap_shift = update_map( u );
9760 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9761 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9762 // If you must use it you can calculate the position in the new, shifted system with
9763 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9764
9765 //Auto pulp or butcher and Auto foraging
9766 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9768
9769 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9770 if( forage_type != "off" ) {
9771 const auto forage = [&]( const tripoint & pos ) {
9772 const auto &xter_t = m.ter( pos ).obj().examine;
9773 const auto &xfurn_t = m.furn( pos ).obj().examine;
9774 const bool forage_everything = forage_type == "both";
9775 const bool forage_bushes = forage_everything || forage_type == "bushes";
9776 const bool forage_trees = forage_everything || forage_type == "trees";
9777 if( xter_t == &iexamine::none ) {
9778 return;
9779 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9780 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9781 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9782 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9783 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9784 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9785 ) {
9786 xter_t( u, pos );
9787 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9788 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9789 ) {
9790 xfurn_t( u, pos );
9791 }
9792 };
9793
9794 for( auto &elem : adjacentDir ) {
9795 forage( u.pos() + direction_XY( elem ) );
9796 }
9797 }
9798
9799 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9800 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9801 std::vector<item *> corpses;
9802
9803 for( item &it : m.i_at( u.pos() ) ) {
9804 corpses.push_back( &it );
9805 }
9806
9807 if( !corpses.empty() ) {
9808 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9809 for( item *it : corpses ) {
9810 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9811 }
9812 }
9813 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9814 const auto pulp = [&]( const tripoint & pos ) {
9815 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9816 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9817 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9819 u.activity.placement = g->m.getabs( pos );
9820 u.activity.auto_resume = true;
9821 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9822 return;
9823 }
9824 }
9825 };
9826
9827 if( pulp_butcher == "pulp_adjacent" ) {
9828 for( auto &elem : adjacentDir ) {
9829 pulp( u.pos() + direction_XY( elem ) );
9830 }
9831 } else {
9832 pulp( u.pos() );
9833 }
9834 }
9835 }
9836
9837 //Autopickup
9838 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9839 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9840 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9841 pickup::pick_up( u.pos(), -1 );
9842 }
9843
9844 // If the new tile is a boardable part, board it
9845 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9846 m.board_vehicle( u.pos(), &u );
9847 }
9848
9849 // Traps!
9850 // Try to detect.
9852 if( u.is_mounted() ) {
9854 } else {
9855 m.creature_on_trap( u );
9856 }
9857 // Drench the player if swimmable
9858 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9859 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9860 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9861 }
9862
9863 // List items here
9864 if( !m.has_flag( "SEALED", u.pos() ) ) {
9865 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9866 !g->check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9867 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9868 add_msg( _( "There's something here, but you can't see what it is." ) );
9869 } else if( m.has_items( u.pos() ) ) {
9870 std::vector<std::string> names;
9871 std::vector<size_t> counts;
9872 std::vector<item> items;
9873 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9874
9875 std::string next_tname = tmpitem.tname();
9876 std::string next_dname = tmpitem.display_name();
9877 bool by_charges = tmpitem.count_by_charges();
9878 bool got_it = false;
9879 for( size_t i = 0; i < names.size(); ++i ) {
9880 if( by_charges && next_tname == names[i] ) {
9881 counts[i] += tmpitem.charges;
9882 got_it = true;
9883 break;
9884 } else if( next_dname == names[i] ) {
9885 counts[i] += 1;
9886 got_it = true;
9887 break;
9888 }
9889 }
9890 if( !got_it ) {
9891 if( by_charges ) {
9892 names.push_back( tmpitem.tname( tmpitem.charges ) );
9893 counts.push_back( tmpitem.charges );
9894 } else {
9895 names.push_back( tmpitem.display_name( 1 ) );
9896 counts.push_back( 1 );
9897 }
9898 items.push_back( tmpitem );
9899 }
9900 if( names.size() > 10 ) {
9901 break;
9902 }
9903 }
9904 for( size_t i = 0; i < names.size(); ++i ) {
9905 if( !items[i].count_by_charges() ) {
9906 names[i] = items[i].display_name( counts[i] );
9907 } else {
9908 names[i] = items[i].tname( counts[i] );
9909 }
9910 }
9911 int and_the_rest = 0;
9912 for( size_t i = 0; i < names.size(); ++i ) {
9913 //~ number of items: "<number> <item>"
9914 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9915 names[i] = string_format( fmt, counts[i], names[i] );
9916 // Skip the first two.
9917 if( i > 1 ) {
9918 and_the_rest += counts[i];
9919 }
9920 }
9921 if( names.size() == 1 ) {
9922 add_msg( _( "You see here %s." ), names[0] );
9923 } else if( names.size() == 2 ) {
9924 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9925 } else if( names.size() == 3 ) {
9926 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9927 } else if( and_the_rest < 7 ) {
9928 add_msg( vgettext( "You see here %s, %s and %d more item.",
9929 "You see here %s, %s and %d more items.",
9930 and_the_rest ),
9931 names[0], names[1], and_the_rest );
9932 } else {
9933 add_msg( _( "You see here %s and many more items." ), names[0] );
9934 }
9935 }
9936 }
9937 }
9938
9939 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9940 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9941 add_msg( _( "There are vehicle controls here." ) );
9942 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9943 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9944 }
9945 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9946 u.is_mounted() ) {
9947 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9948 }
9949 return submap_shift;
9950}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1755
bool is_hauling() const
Definition: character.cpp:9160
void stop_hauling()
Definition: character.cpp:9151
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1614
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:11088
std::string furnname(const tripoint &p)
Definition: map.cpp:1480
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2333
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7659
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4783
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7648
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2323
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2309
void setpos(const tripoint &p) override
Definition: monster.cpp:237
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1493
void process_triggers()
Definition: monster.cpp:1192
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:848
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3607
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3574
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2021
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2001
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2010
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:1992
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3587

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), g, Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9952 of file game.cpp.

9953{
9954 // if player is teleporting around, they don't bring their horse with them
9955 if( u.is_mounted() ) {
9957 u.mounted_creature->remove_effect( effect_ridden );
9958 u.mounted_creature = nullptr;
9959 }
9960 // offload the active npcs.
9961 unload_npcs();
9962 for( monster &critter : all_monsters() ) {
9963 despawn_monster( critter );
9964 }
9965 if( u.in_vehicle ) {
9966 m.unboard_vehicle( u.pos() );
9967 }
9968 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9969 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9970 for( int z = minz; z <= maxz; z++ ) {
9972 m.clear_vehicle_list( z );
9973 }
9975 // offset because load_map expects the coordinates of the top left corner, but the
9976 // player will be centered in the middle of the map.
9977 // TODO: fix point types
9978 const tripoint map_sm_pos(
9979 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9980 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9981 load_map( map_sm_pos );
9982 load_npcs();
9983 m.spawn_monsters( true ); // Static monsters
9985 // update weather now as it could be different on the new location
9987 place_player( player_pos );
9988}
point place_player(const tripoint &dest)
Definition: game.cpp:9629
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:949
void update_overmap_seen()
Definition: game.cpp:11266
void clear_vehicle_cache(int zlev)
Definition: map.cpp:303
level_cache & access_cache(int zlev)
Definition: map.cpp:8490
void clear_vehicle_list(int zlev)
Definition: map.cpp:317
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:339

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 845 of file game.cpp.

848{
849 std::vector<std::string> search_types = omt_search_types;
850 if( search_types.empty() ) {
851 vehicle veh( id );
852 if( veh.can_float() ) {
853 search_types.push_back( "river" );
854 search_types.push_back( "lake" );
855 } else {
856 search_types.push_back( "field" );
857 search_types.push_back( "road" );
858 }
859 }
860 for( const std::string &search_type : search_types ) {
861 omt_find_params find_params;
862 find_params.must_see = false;
863 find_params.cant_see = false;
864 find_params.types.emplace_back( search_type, ot_match_type::type );
865 // find nearest road
866 find_params.min_distance = min_distance;
867 find_params.search_range = max_distance;
868 // if player spawns underground, park their car on the surface.
869 const tripoint_abs_omt omt_origin( origin, 0 );
870 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
871 // try place vehicle there.
872 tinymap target_map;
873 target_map.load( project_to<coords::sm>( goal ), false );
874 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
875 static constexpr std::array<units::angle, 4> angles = {{
876 0_degrees, 90_degrees, 180_degrees, 270_degrees
877 }
878 };
879 vehicle *veh = target_map.add_vehicle(
880 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
881 if( veh ) {
882 tripoint abs_local = g->m.getlocal( target_map.getabs( tinymap_center ) );
883 veh->sm_pos = ms_to_sm_remain( abs_local );
884 veh->pos = abs_local.xy();
886 veh->tracking_on = true;
887 target_map.save();
888 return veh;
889 }
890 }
891 }
892 return nullptr;
893}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6493
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5600
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2067
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1859
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1844
bool tracking_on
Definition: vehicle.h:1932
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), g, map::getabs(), map::load(), omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6824 of file game.cpp.

6827{
6828 // get global area info according to look_around caret position
6829 // TODO: fix point types
6831 lp ) ) ) );
6832 // we only need the area name and then pass it to print_all_tile_info() function below
6833 const std::string area_name = cur_ter_m->get_name();
6834 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6835}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6004
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:304

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6004 of file game.cpp.

6009{
6010 visibility_type visibility = VIS_HIDDEN;
6011 const bool inbounds = m.inbounds( lp );
6012 if( inbounds ) {
6013 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
6014 }
6015 const Creature *creature = critter_at( lp, true );
6016 switch( visibility ) {
6017 case VIS_CLEAR: {
6018 const optional_vpart_position vp = m.veh_at( lp );
6019 print_terrain_info( lp, w_look, area_name, column, line );
6020 print_fields_info( lp, w_look, column, line );
6021 print_trap_info( lp, w_look, column, line );
6022 print_creature_info( creature, w_look, column, line, last_line );
6023 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
6024 last_line );
6025 print_items_info( lp, w_look, column, line, last_line );
6026 print_graffiti_info( lp, w_look, column, line, last_line );
6027 }
6028 break;
6029 case VIS_BOOMER:
6030 case VIS_BOOMER_DARK:
6031 case VIS_DARK:
6032 case VIS_LIT:
6033 case VIS_HIDDEN:
6034 print_visibility_info( w_look, column, line, visibility );
6035
6036 if( creature != nullptr ) {
6037 std::vector<std::string> buf;
6038 if( u.sees_with_infrared( *creature ) ) {
6039 creature->describe_infrared( buf );
6040 } else if( u.sees_with_specials( *creature ) ) {
6041 creature->describe_specials( buf );
6042 }
6043 for( const std::string &s : buf ) {
6044 mvwprintw( w_look, point( 1, ++line ), s );
6045 }
6046 }
6047 break;
6048 }
6049 if( !inbounds ) {
6050 return;
6051 }
6052 auto this_sound = sounds::sound_at( lp );
6053 if( !this_sound.empty() ) {
6054 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
6055 } else {
6056 // Check other z-levels
6057 tripoint tmp = lp;
6058 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
6059 if( tmp.z == lp.z ) {
6060 continue;
6061 }
6062
6063 auto zlev_sound = sounds::sound_at( tmp );
6064 if( !zlev_sound.empty() ) {
6065 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
6066 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
6067 }
6068 }
6069 }
6070}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6407
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6174
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:6101
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6266
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6211
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6220
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6229
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:6072
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6192
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6454
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6211 of file game.cpp.

6213{
6214 int vLines = last_line - line;
6215 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6216 line = creature->print_info( w_look, ++line, vLines, column );
6217 }
6218}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6174 of file game.cpp.

6176{
6177 const field &tmpfield = m.field_at( lp );
6178 for( auto &fld : tmpfield ) {
6179 const field_entry &cur = fld.second;
6180 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
6181 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
6182 const int max_width = getmaxx( w_look ) - column - 2;
6183 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
6184 get_fire_fuel_string( lp ) ) - 1;
6185 line += lines;
6186 } else {
6187 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
6188 }
6189 }
6190}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6266 of file game.cpp.

6269{
6270 if( line > last_line ) {
6271 return;
6272 }
6273
6274 const int max_width = getmaxx( w_look ) - column - 2;
6275 if( m.has_graffiti_at( lp ) ) {
6276 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6277 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6278 m.graffiti_at( lp ) );
6279 }
6280}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6229 of file game.cpp.

6232{
6233 if( !m.sees_some_items( lp, u ) ) {
6234 return;
6235 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6236 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6237 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6238 mvwprintz( w_look, point( column, ++line ), c_yellow,
6239 _( "There's something there, but you can't see what it is." ) );
6240 return;
6241 } else {
6242 std::map<std::string, int> item_names;
6243 for( auto &item : m.i_at( lp ) ) {
6244 ++item_names[item.tname()];
6245 }
6246
6247 const int max_width = getmaxx( w_look ) - column - 1;
6248 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6249 // last line but not last item
6250 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6251 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6252 break;
6253 }
6254
6255 if( it->second > 1 ) {
6256 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6257 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6258 it->first.c_str(), it->second );
6259 } else {
6260 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6261 }
6262 }
6263 }
6264}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4759
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 6101 of file game.cpp.

6104{
6105 const int max_width = getmaxx( w_look ) - column - 1;
6106 int lines;
6107
6108 const auto fmt_tile_info = []( const tripoint & lp ) {
6109 map &here = get_map();
6110 std::string ret;
6111 if( debug_mode ) {
6112 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
6113 if( here.has_furn( lp ) ) {
6114 ret += "; " + here.furn( lp )->id.str();
6115 }
6116 } else {
6117 ret = here.tername( lp );
6118 if( here.has_furn( lp ) ) {
6119 ret += "; " + here.furnname( lp );
6120 }
6121 }
6122 return ret;
6123 };
6124
6125 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
6126
6127 if( m.impassable( lp ) ) {
6128 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
6129 _( "%s; Impassable" ),
6130 tile );
6131 } else {
6132 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
6133 _( "%s; Movement cost %d" ),
6134 tile, m.move_cost( lp ) * 50 );
6135
6136 const auto ll = get_light_level( std::max( 1.0,
6137 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
6138 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
6139 wprintz( w_look, ll.second, ll.first );
6140 }
6141
6142 std::string signage = m.get_signage( lp );
6143 if( !signage.empty() ) {
6144 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6145 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
6146 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
6147 }
6148
6149 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
6150 // Print info about stuff below
6151 tripoint below( lp.xy(), lp.z - 1 );
6152 std::string tile_below = fmt_tile_info( below );
6153
6154 if( !m.has_floor_or_support( lp ) ) {
6155 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6156 _( "Below: %s; No support" ),
6157 tile_below );
6158 } else {
6159 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6160 _( "Below: %s; Walkable" ),
6161 tile_below );
6162 }
6163 }
6164
6165 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6166 m.features( lp ) );
6167 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
6168 m.coverage( lp ) );
6169 if( line < lines ) {
6170 line = lines + map_features - 1;
6171 }
6172}
Manage and cache data about a part of the map.
Definition: map.h:372
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2050
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:615
std::string features(const tripoint &p)
Definition: map.cpp:1725
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6224
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:490
ter_str_id id
Definition: mapdata.h:458

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6192 of file game.cpp.

6194{
6195 const trap &tr = m.tr_at( lp );
6196 if( tr.can_see( lp, u ) ) {
6197 partial_con *pc = g->m.partial_con_at( lp );
6198 std::string tr_name;
6199 if( pc && tr.loadid == tr_unfinished_construction ) {
6200 const construction &built = pc->id.obj();
6201 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.description,
6202 pc->counter / 100000 );
6203 } else {
6204 tr_name = tr.name();
6205 }
6206
6207 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6208 }
6209}
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string description
Definition: construction.h:51
construction_id id
Definition: construction.h:33
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::description, g, partial_con::id, line(), trap::loadid, m, mvwprintz(), trap::name(), int_id< T >::obj(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6220 of file game.cpp.

6222{
6223 if( veh ) {
6224 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6225 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6226 }
6227}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 6072 of file game.cpp.

6074{
6075 const char *visibility_message = nullptr;
6076 switch( visibility ) {
6077 case VIS_CLEAR:
6078 visibility_message = _( "Clearly visible." );
6079 break;
6080 case VIS_BOOMER:
6081 visibility_message = _( "A bright pink blur." );
6082 break;
6083 case VIS_BOOMER_DARK:
6084 visibility_message = _( "A pink blur." );
6085 break;
6086 case VIS_DARK:
6087 visibility_message = _( "Darkness." );
6088 break;
6089 case VIS_LIT:
6090 visibility_message = _( "Bright light." );
6091 break;
6092 case VIS_HIDDEN:
6093 visibility_message = _( "Unseen." );
6094 break;
6095 }
6096
6097 mvwprintw( w_look, point( line, column ), visibility_message );
6098 line += 2;
6099}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1740 of file game.cpp.

1741{
1742 if( !u.activity ) {
1743 return;
1744 }
1745
1746 while( u.moves > 0 && u.activity ) {
1747 u.activity.do_turn( u );
1748 }
1749}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11839 of file game.cpp.

11840{
11841 const bool worn = p.is_worn( it );
11842 const bool wielded = ( &it == &p.weapon );
11843 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11844 if( worn ) {
11845 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11846 effects.insert( effects.end(), ew.begin(), ew.end() );
11847 }
11848 if( wielded ) {
11849 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11850 effects.insert( effects.end(), ew.begin(), ew.end() );
11851 }
11852
11853 if( it.is_tool() ) {
11854 // Recharge it if necessary
11855 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11856 //Before incrementing charge, check that any extra requirements are met
11857 if( check_art_charge_req( it ) ) {
11858 switch( it.type->artifact->charge_type ) {
11859 case ARTC_NULL:
11860 case NUM_ARTCS:
11861 break; // dummy entries
11862 case ARTC_TIME:
11863 // Once per hour
11864 if( calendar::once_every( 1_hours ) ) {
11865 it.charges++;
11866 }
11867 break;
11868 case ARTC_SOLAR:
11869 if( calendar::once_every( 10_minutes ) &&
11870 is_in_sunlight( p.pos() ) ) {
11871 it.charges++;
11872 }
11873 break;
11874 // Artifacts can inflict pain even on Deadened folks.
11875 // Some weird Lovecraftian thing. ;P
11876 // (So DON'T route them through mod_pain!)
11877 case ARTC_PAIN:
11878 if( calendar::once_every( 1_minutes ) ) {
11879 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11880 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11881 it.charges++;
11882 }
11883 break;
11884 case ARTC_HP:
11885 if( calendar::once_every( 1_minutes ) ) {
11886 add_msg( m_bad, _( "You feel your body decaying." ) );
11887 p.hurtall( 1, nullptr );
11888 it.charges++;
11889 }
11890 break;
11891 case ARTC_FATIGUE:
11892 if( calendar::once_every( 1_minutes ) ) {
11893 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11894 u.mod_fatigue( 3 * rng( 1, 3 ) );
11895 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11896 it.charges++;
11897 }
11898 break;
11899 // Portals are energetic enough to charge the item.
11900 // Tears in reality are consumed too, but can't charge it.
11901 case ARTC_PORTAL:
11902 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11903 m.remove_field( dest, fd_fatigue );
11904 if( m.tr_at( dest ).loadid == tr_portal ) {
11905 add_msg( m_good, _( "The portal collapses!" ) );
11906 m.remove_trap( dest );
11907 it.charges++;
11908 break;
11909 }
11910 }
11911 break;
11912 }
11913 }
11914 }
11915 }
11916
11917 for( const art_effect_passive &i : effects ) {
11918 switch( i ) {
11919 case AEP_STR_UP:
11920 p.mod_str_bonus( +4 );
11921 break;
11922 case AEP_DEX_UP:
11923 p.mod_dex_bonus( +4 );
11924 break;
11925 case AEP_PER_UP:
11926 p.mod_per_bonus( +4 );
11927 break;
11928 case AEP_INT_UP:
11929 p.mod_int_bonus( +4 );
11930 break;
11931 case AEP_ALL_UP:
11932 p.mod_str_bonus( +2 );
11933 p.mod_dex_bonus( +2 );
11934 p.mod_per_bonus( +2 );
11935 p.mod_int_bonus( +2 );
11936 break;
11937 case AEP_SPEED_UP:
11938 // Handled in player::current_speed()
11939 break;
11940
11941 case AEP_PBLUE:
11942 if( p.get_rad() > 0 ) {
11943 p.mod_rad( -1 );
11944 }
11945 break;
11946
11947 case AEP_SMOKE:
11948 if( one_in( 10 ) ) {
11949 tripoint pt( p.posx() + rng( -1, 1 ),
11950 p.posy() + rng( -1, 1 ),
11951 p.posz() );
11952 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11953 }
11954 break;
11955
11956 case AEP_SNAKES:
11957 break; // Handled in player::hit()
11958
11959 case AEP_EXTINGUISH:
11960 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11961 m.mod_field_age( dest, fd_fire, -1_turns );
11962 }
11963 break;
11964
11965 case AEP_FUN:
11966 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11967 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11968 break;
11969
11970 case AEP_HUNGER:
11971 if( one_in( 100 ) ) {
11972 p.mod_stored_kcal( -10 );
11973 }
11974 break;
11975
11976 case AEP_THIRST:
11977 if( one_in( 120 ) ) {
11978 p.mod_thirst( 1 );
11979 }
11980 break;
11981
11982 case AEP_EVIL:
11983 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11984 p.add_effect( effect_evil, 30_minutes );
11985 if( it.is_armor() ) {
11986 if( !worn ) {
11987 add_msg( _( "You have an urge to wear the %s." ),
11988 it.tname() );
11989 }
11990 } else if( !wielded ) {
11991 add_msg( _( "You have an urge to wield the %s." ),
11992 it.tname() );
11993 }
11994 }
11995 break;
11996
11997 case AEP_SCHIZO:
11998 break; // Handled in player::suffer()
11999
12000 case AEP_RADIOACTIVE:
12001 if( one_in( 4 ) ) {
12002 p.irradiate( 1.0f );
12003 }
12004 break;
12005
12006 case AEP_STR_DOWN:
12007 p.mod_str_bonus( -3 );
12008 break;
12009
12010 case AEP_DEX_DOWN:
12011 p.mod_dex_bonus( -3 );
12012 break;
12013
12014 case AEP_PER_DOWN:
12015 p.mod_per_bonus( -3 );
12016 break;
12017
12018 case AEP_INT_DOWN:
12019 p.mod_int_bonus( -3 );
12020 break;
12021
12022 case AEP_ALL_DOWN:
12023 p.mod_str_bonus( -2 );
12024 p.mod_dex_bonus( -2 );
12025 p.mod_per_bonus( -2 );
12026 p.mod_int_bonus( -2 );
12027 break;
12028
12029 case AEP_SPEED_DOWN:
12030 break; // Handled in player::current_speed()
12031
12032 default:
12033 //Suppress warnings
12034 break;
12035 }
12036 }
12037 // Recalculate, as it might have changed (by mod_*_bonus above)
12038 p.str_cur = p.get_str();
12039 p.int_cur = p.get_int();
12040 p.dex_cur = p.get_dex();
12041 p.per_cur = p.get_per();
12042}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4168
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4163
int str_cur
Definition: character.h:304
void mod_rad(int mod)
Definition: character.cpp:7167
virtual int get_dex() const
Definition: character.cpp:4052
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4283
bool is_worn(const item &thing) const
Definition: character.h:1142
virtual int get_int() const
Definition: character.cpp:4060
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4414
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4158
int int_cur
Definition: character.h:306
int get_rad() const
Definition: character.cpp:7157
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9067
virtual int get_per() const
Definition: character.cpp:4056
void mod_stamina(int mod)
Definition: character.cpp:7194
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8635
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1532
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4173
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1346
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:5145
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7222
bool is_tool() const
Definition: item.cpp:6799
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7249
int charges
Definition: item.h:2195
bool is_armor() const
Definition: item.cpp:6550
const itype * type
Definition: item.h:2156
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5400
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5320
void remove_trap(const tripoint &p)
Definition: map.cpp:5265
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:857

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1701 of file game.cpp.

1702{
1703 if( u.has_effect( effect_sleep ) ) {
1704 // Can't interrupt
1705 return;
1706 }
1707
1708 bool has_activity = u.activity && u.activity.moves_left > 0;
1709 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1710
1711 if( !has_activity && !is_travelling ) {
1712 // Nohing to interrupt
1713 return;
1714 }
1715
1716 // Key poll may be quite expensive, so limit it to 10 times per second.
1717 static auto last_poll = std::chrono::steady_clock::now();
1718 auto now = std::chrono::steady_clock::now();
1719 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1720 ( now - last_poll ).count();
1721
1722 if( difference > 100 ) {
1724 last_poll = now;
1725 }
1726
1727 // If player is performing a task and a monster is dangerously close, warn them
1728 // regardless of previous safemode warnings
1729 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1731 Creature *hostile_critter = is_hostile_very_close();
1732 if( hostile_critter != nullptr ) {
1734 string_format( _( "The %s is dangerously close!" ),
1735 hostile_critter->get_name() ) );
1736 }
1737 }
1738}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9198
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2054
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9241 of file game.cpp.

9242{
9243 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
9244
9245 if( !harmful_stuff.empty() &&
9246 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
9247 return false;
9248 }
9249 if( !harmful_stuff.empty() && u.is_mounted() &&
9250 m.tr_at( dest_loc ).loadid == tr_ledge ) {
9251 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
9252 u.mounted_creature->get_name() );
9253 return false;
9254 }
9255 return true;
9256}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11807 of file game.cpp.

11808{
11809 const WORLDPTR active_world = world_generator->active_world;
11810 if( active_world == nullptr ) {
11811 return;
11812 }
11813
11814 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11815 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11816 MAPBUFFER.reset();
11818 try {
11819 setup();
11820 } catch( const std::exception &err ) {
11821 debugmsg( "Error: %s", err.what() );
11822 }
11824 }
11825 } else {
11826 popup_getkey( _( "No saves for %s yet." ), u.name );
11827 }
11828}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2819
void setup()
Definition: game.cpp:558
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11785 of file game.cpp.

11786{
11787 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11788 if( !moves_since_last_save ) {
11789 return;
11790 }
11791 add_msg( m_info, _( "Saving game, this may take a while" ) );
11792
11794 popup.message( "%s", _( "Saving game, this may take a while" ) );
11797
11798 time_t now = time( nullptr ); //timestamp for start of saving procedure
11799
11800 //perform save
11801 save();
11802 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11804 last_save_timestamp = now;
11805}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 546 of file game.cpp.

547{
548 if( was_fullscreen ) {
549 if( !fullscreen ) {
551 }
552 }
553}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload()

void game::reload ( item_location loc,
bool  prompt = false,
bool  empty = true 
)

Definition at line 8831 of file game.cpp.

8832{
8834 item *it = loc.get_item();
8835
8836 // bows etc. do not need to reload. select favorite ammo for them instead
8837 if( it->has_flag( "RELOAD_AND_SHOOT" ) ) {
8839 return;
8840 }
8841
8842 switch( u.rate_action_reload( *it ) ) {
8843 case hint_rating::iffy:
8844 if( ( it->is_ammo_container() || it->is_magazine() ) && it->ammo_remaining() > 0 &&
8845 it->ammo_remaining() == it->ammo_capacity() ) {
8846 add_msg( m_info, _( "The %s is already fully loaded!" ), it->tname() );
8847 return;
8848 }
8849 if( it->is_ammo_belt() ) {
8850 const auto &linkage = it->type->magazine->linkage;
8851 if( linkage && !u.has_charges( *linkage, 1 ) ) {
8852 add_msg( m_info, _( "You need at least one %s to reload the %s!" ),
8853 item::nname( *linkage, 1 ), it->tname() );
8854 return;
8855 }
8856 }
8857 if( it->is_watertight_container() && it->is_container_full() ) {
8858 add_msg( m_info, _( "The %s is already full!" ), it->tname() );
8859 return;
8860 }
8861
8862 // intentional fall-through
8863
8864 case hint_rating::cant:
8865 add_msg( m_info, _( "You can't reload a %s!" ), it->tname() );
8866 return;
8867
8868 case hint_rating::good:
8869 break;
8870 }
8871
8872 bool use_loc = true;
8873 if( !it->has_flag( "ALLOWS_REMOTE_USE" ) ) {
8874 it = loc.obtain( u ).get_item();
8875 use_loc = false;
8876 }
8877
8878 // for holsters and ammo pouches try to reload any contained item
8879 if( it->type->can_use( "holster" ) && !it->contents.empty() ) {
8880 it = &it->contents.front();
8881 }
8882
8883 // for bandoliers we currently defer to iuse_actor methods
8884 if( it->is_bandolier() ) {
8885 auto ptr = dynamic_cast<const bandolier_actor *>
8886 ( it->type->get_use( "bandolier" )->get_actor_ptr() );
8887 ptr->reload( u, *it );
8888 return;
8889 }
8890
8892
8893 if( opt.ammo.get_item() == nullptr ) {
8894 return;
8895 }
8896
8897 if( opt ) {
8898 int moves = opt.moves();
8899 if( it->get_var( "dirt", 0 ) > 7800 ) {
8900 add_msg( m_warning, _( "You struggle to reload the fouled %s." ), it->tname() );
8901 moves += 2500;
8902 }
8903
8904 u.assign_activity( activity_id( "ACT_RELOAD" ), moves, opt.qty() );
8905 if( use_loc ) {
8906 u.activity.targets.emplace_back( loc );
8907 } else {
8908 u.activity.targets.emplace_back( u, const_cast<item *>( opt.target ) );
8909 }
8910 u.activity.targets.push_back( std::move( opt.ammo ) );
8911 }
8912}
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9571
Store ammo and later reload using it.
Definition: iuse_actor.h:885
int moves() const
Definition: item.cpp:7872
const item * target
Definition: item.h:482
int qty() const
Definition: item.h:485
item_location ammo
Definition: item.h:483
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool empty() const
item * get_item()
Gets the selected item or nullptr.
item_location obtain(Character &ch, int qty=-1)
Move an item from the location to the character inventory.
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1022
bool is_ammo_container() const
Definition: item.cpp:6508
bool is_watertight_container() const
Whether this is a container which can be used to store liquids.
Definition: item.cpp:6570
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9745
bool is_ammo_belt() const
Definition: item.cpp:6413
item_contents contents
Definition: item.h:2157
bool is_container_full(bool allow_bucket=false) const
Whether this item has no more free capacity for its current content.
Definition: item.cpp:6688
bool is_bandolier() const
Definition: item.cpp:6418
bool is_magazine() const
Definition: item.cpp:6403
item_location ammo_location
Definition: player.h:693
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
static item::reload_option favorite_ammo_or_select(const player &u, const item &it, bool empty, bool prompt)
Definition: game.cpp:8812
@ prompt
Definition: pickup.h:30
const use_function * get_use(const std::string &iuse_name) const
Definition: itype.cpp:91
cata::value_ptr< islot_magazine > magazine
Definition: itype.h:852
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Character::activity, add_msg(), item::reload_option::ammo, item::ammo_capacity(), player::ammo_location, item::ammo_remaining(), Character::assign_activity(), itype::can_use(), cant, item::contents, item_contents::empty(), favorite_ammo_or_select(), item_contents::front(), use_function::get_actor_ptr(), item_location::get_item(), itype::get_use(), item::get_var(), good, Character::has_charges(), item::has_flag(), iffy, item::is_ammo_belt(), item::is_ammo_container(), item::is_bandolier(), item::is_container_full(), item::is_magazine(), item::is_watertight_container(), m_info, m_warning, itype::magazine, item_location::make_dirty(), avatar_action::move(), item::reload_option::moves(), item::nname(), item_location::obtain(), pickup::prompt, ranged::prompt_select_default_ammo_for(), ptr(), item::reload_option::qty(), player::rate_action_reload(), item::reload_option::target, player_activity::targets, item::tname(), item::type, and u.

Referenced by inventory_item_menu(), reload_item(), and reload_wielded().

◆ reload_item()

void game::reload_item ( )

Definition at line 8915 of file game.cpp.

8916{
8917 item_location item_loc = inv_map_splice( [&]( const item & it ) {
8918 return u.rate_action_reload( it ) == hint_rating::good;
8919 }, _( "Reload item" ), 1, _( "You have nothing to reload." ) );
8920
8921 if( !item_loc ) {
8922 add_msg( _( "Never mind." ) );
8923 return;
8924 }
8925
8926 reload( item_loc );
8927}
item_location inv_map_splice(item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
Custom-filtered menu for inventory and nearby items and those that within specified radius.

References _, add_msg(), good, inv_map_splice(), player::rate_action_reload(), reload(), and u.

Referenced by handle_action().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 958 of file game.cpp.

959{
960 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
961 // and not invoke "on_load" for those NPCs that avoided unloading this way.
962 unload_npcs();
963 load_npcs();
964}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 519 of file game.cpp.

520{
521#if defined(TILES)
522 try {
523 tilecontext->reinit();
524 tilecontext->load_tileset( get_option<std::string>( "TILES" ), false, true );
525 tilecontext->do_tile_loading_report();
526 } catch( const std::exception &err ) {
527 popup( _( "Loading the tileset failed: %s" ), err.what() );
528 }
529 g->reset_zoom();
530 g->mark_main_ui_adaptor_resize();
531#endif // TILES
532}

References _, g, and popup().

Referenced by handle_action().

◆ reload_weapon()

void game::reload_weapon ( bool  try_everything = true)

Definition at line 8939 of file game.cpp.

8940{
8941 // As a special streamlined activity, hitting reload repeatedly should:
8942 // Reload wielded gun
8943 // First reload a magazine if necessary.
8944 // Then load said magazine into gun.
8945 // Reload magazines that are compatible with the current gun.
8946 // Reload other guns in inventory.
8947 // Reload misc magazines in inventory.
8948 std::vector<item_location> reloadables = u.find_reloadables();
8949 std::sort( reloadables.begin(), reloadables.end(),
8950 [this]( const item_location & a, const item_location & b ) {
8951 const item *ap = a.get_item();
8952 const item *bp = b.get_item();
8953 // Current wielded weapon comes first.
8954 if( this->u.is_wielding( *bp ) ) {
8955 return false;
8956 }
8957 if( this->u.is_wielding( *ap ) ) {
8958 return true;
8959 }
8960 // Second sort by affiliation with wielded gun
8961 const std::set<itype_id> compatible_magazines = this->u.weapon.magazine_compatible();
8962 const bool mag_ap = compatible_magazines.count( ap->typeId() ) > 0;
8963 const bool mag_bp = compatible_magazines.count( bp->typeId() ) > 0;
8964 if( mag_ap != mag_bp ) {
8965 return mag_ap;
8966 }
8967 // Third sort by gun vs magazine,
8968 if( ap->is_gun() != bp->is_gun() ) {
8969 return ap->is_gun();
8970 }
8971 // Finally sort by speed to reload.
8972 return ( ap->get_reload_time() * ( ap->ammo_capacity() - ap->ammo_remaining() ) ) <
8973 ( bp->get_reload_time() * ( bp->ammo_capacity() - bp->ammo_remaining() ) );
8974 } );
8975 for( item_location &candidate : reloadables ) {
8976 std::vector<item::reload_option> ammo_list;
8977 u.list_ammo( *candidate.get_item(), ammo_list, false );
8978 if( !ammo_list.empty() ) {
8979 reload( candidate, false, false );
8980 return;
8981 }
8982 }
8983 // Just for testing, bail out here to avoid unwanted side effects.
8984 if( !try_everything ) {
8985 return;
8986 }
8987 // If we make it here and haven't found anything to reload, start looking elsewhere.
8988 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
8989 turret_data turret;
8990 if( veh && ( turret = veh->turret_query( u.pos() ) ) && turret.can_reload() ) {
8991 item::reload_option opt = g->u.select_ammo( *turret.base(), true );
8992 if( opt ) {
8993 g->u.assign_activity( activity_id( "ACT_RELOAD" ), opt.moves(), opt.qty() );
8994 g->u.activity.targets.emplace_back( turret.base() );
8995 g->u.activity.targets.push_back( std::move( opt.ammo ) );
8996 }
8997 return;
8998 }
8999
9000 reload_item();
9001}
std::vector< item_location > find_reloadables()
Searches for weapons and magazines that can be reloaded.
Definition: character.cpp:2675
bool list_ammo(const item &base, std::vector< item::reload_option > &ammo_list, bool include_empty_mags=true, bool include_potential=false) const
Definition: player.cpp:2389
bool can_reload() const
Definition: turret.cpp:212
item_location base()
Get base item location.
Definition: turret.cpp:84
turret_data turret_query(vehicle_part &pt)
Get firing data for a turret.
Definition: turret.cpp:55
constexpr double a
Definition: magic.cpp:1029
constexpr double b
Definition: magic.cpp:1030

References a, b, Character::find_reloadables(), and u.

Referenced by handle_action().

◆ reload_wielded()

void game::reload_wielded ( bool  prompt = false)

Definition at line 8929 of file game.cpp.

8930{
8931 if( u.weapon.is_null() || !u.weapon.is_reloadable() ) {
8932 add_msg( _( "You aren't holding something you can reload." ) );
8933 return;
8934 }
8935 item_location item_loc = item_location( u, &u.weapon );
8936 reload( item_loc, prompt );
8937}
bool is_null() const
Definition: item.cpp:729
bool is_reloadable() const
Is it ever possible to reload this item? Only the base item is considered with any mods ignored.
Definition: item.cpp:9653

References _, add_msg(), item::is_null(), item::is_reloadable(), pickup::prompt, reload(), u, and Character::weapon.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2560 of file game.cpp.

2561{
2563 return remoteveh_cache;
2564 }
2566 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2567 if( remote_veh_string.str().empty() ||
2569 remoteveh_cache = nullptr;
2570 } else {
2571 tripoint vp;
2572 remote_veh_string >> vp.x >> vp.y >> vp.z;
2573 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2574 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2575 remoteveh_cache = veh;
2576 } else {
2577 remoteveh_cache = nullptr;
2578 }
2579 }
2580 return remoteveh_cache;
2581}
vehicle * remoteveh_cache
Definition: game.h:1093
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3179
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1963 of file game.cpp.

1964{
1965 follower_ids.erase( id );
1966 u.follower_ids.erase( id );
1967}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 5024 of file game.cpp.

5025{
5026 critter_tracker->remove( critter );
5027}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 11305 of file game.cpp.

11306{
11307 for( auto &elem : coming_to_stairs ) {
11308 elem.staircount = 0;
11309 const tripoint pnt( elem.pos().xy(), get_levz() );
11310 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
11311 }
11312
11313 coming_to_stairs.clear();
11314}
std::vector< monster > coming_to_stairs
Definition: game.h:1031

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7413 of file game.cpp.

7414{
7415 const int width = getmaxx( window );
7416 for( int i = 1; i < TERMX; i++ ) {
7417 if( i < width ) {
7418 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7419 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7420 LINE_OXOX ); // -
7421 }
7422
7423 if( i < TERMY - height ) {
7424 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7425 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7426 }
7427 }
7428
7429 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7430 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7431
7432 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7433 LINE_XXXO ); // |-
7434 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7435 LINE_XOXX ); // -|
7436
7437 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7438 wprintz( window, c_white, _( "Items" ) );
7439
7440 std::string sSort;
7441 if( bRadiusSort ) {
7442 //~ Sort type: distance.
7443 sSort = _( "<s>ort: dist" );
7444 } else {
7445 //~ Sort type: category.
7446 sSort = _( "<s>ort: cat" );
7447 }
7448
7449 int letters = utf8_width( sSort );
7450
7451 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7452
7453 std::vector<std::string> tokens;
7454 if( !sFilter.empty() ) {
7455 tokens.emplace_back( _( "<R>eset" ) );
7456 }
7457
7458 tokens.emplace_back( _( "<E>xamine" ) );
7459 tokens.emplace_back( _( "<C>ompare" ) );
7460 tokens.emplace_back( _( "<F>ilter" ) );
7461 tokens.emplace_back( _( "<+/->Priority" ) );
7462
7463 int gaps = tokens.size() + 1;
7464 letters = 0;
7465 int n = tokens.size();
7466 for( int i = 0; i < n; i++ ) {
7467 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7468 }
7469
7470 int usedwidth = letters;
7471 const int gap_spaces = ( width - usedwidth ) / gaps;
7472 usedwidth += gap_spaces * gaps;
7473 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7474
7475 for( int i = 0; i < n; i++ ) {
7476 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7477 tokens[i] ) + gap_spaces;
7478 }
7479}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3921 of file game.cpp.

3922{
3923 for( float &lev : latest_lightlevels ) {
3924 lev = -std::numeric_limits<float>::max();
3925 }
3926}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2996 of file game.cpp.

2997{
2998 for( auto elem : follower_ids ) {
2999 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
3000 if( !npc_to_get ) {
3001 continue;
3002 }
3003 npc *npc_to_add = npc_to_get.get();
3004 npc_to_add->chatbin.missions.clear();
3005 npc_to_add->chatbin.missions_assigned.clear();
3006 npc_to_add->mission = NPC_MISSION_NULL;
3007 npc_to_add->chatbin.mission_selected = nullptr;
3008 npc_to_add->set_attitude( NPCATT_NULL );
3009 npc_to_add->op_of_u.anger = 0;
3010 npc_to_add->op_of_u.fear = 0;
3011 npc_to_add->op_of_u.trust = 0;
3012 npc_to_add->op_of_u.value = 0;
3013 npc_to_add->op_of_u.owed = 0;
3014 npc_to_add->set_fac( faction_id( "no_faction" ) );
3016 npc_to_add->global_omt_location(),
3017 npc_to_add->getID() ) );
3018
3019 }
3020
3021}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3141
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2637
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:465
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7328 of file game.cpp.

7329{
7330#if defined(TILES)
7332 rescale_tileset( tileset_zoom );
7333#endif // TILES
7334}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 5155 of file game.cpp.

5156{
5157 if( !it.is_corpse() ) {
5158 debugmsg( "Tried to revive a non-corpse." );
5159 return false;
5160 }
5161 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
5162 ( it.get_mtype()->id );
5163 monster &critter = *newmon_ptr;
5164 critter.init_from_item( it );
5165 if( critter.get_hp() < 1 ) {
5166 // Failed reanimation due to corpse being too burned
5167 return false;
5168 }
5169 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
5170 it.has_flag( "QUARTERED" ) ) {
5171 // Failed reanimation due to corpse being butchered
5172 return false;
5173 }
5174
5175 critter.no_extra_death_drops = true;
5176 critter.add_effect( effect_downed, 5_turns, num_bp );
5177 for( const item &component : it.components ) {
5178 critter.corpse_components.push_back( component );
5179 }
5180
5181 if( it.get_var( "zlave" ) == "zlave" ) {
5182 critter.add_effect( effect_pacified, 1_turns, num_bp );
5183 critter.add_effect( effect_pet, 1_turns, num_bp );
5184 }
5185
5186 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
5187 for( auto &ammo : critter.ammo ) {
5188 ammo.second = 0;
5189 }
5190 }
5191
5192 return place_critter_at( newmon_ptr, p );
5193}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4952
const mtype * get_mtype() const
Definition: item.cpp:6471
std::list< item > components
Definition: item.h:2158
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6466
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2894
bool no_extra_death_drops
Definition: monster.h:480
std::vector< item > corpse_components
Definition: monster.h:457
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2758
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 3097 of file game.cpp.

3098{
3099 try {
3100 if( !save_player_data() ||
3102 !save_artifacts() ||
3103 !save_maps() ||
3104 !get_auto_pickup().save_character() ||
3106 !get_safemode().save_character() ||
3107 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
3108 JsonOut jsout( fout );
3109 uistate.serialize( jsout );
3110 }, _( "uistate data" ) ) ) {
3111 return false;
3112 } else {
3113 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
3114 return true;
3115 }
3116 } catch( std::ios::failure &err ) {
3117 popup( _( "Failed to save game data" ) );
3118 return false;
3119 }
3120}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:3051
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 3032 of file game.cpp.

3033{
3034 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
3035 return ::save_artifacts( artfilename );
3036}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5195 of file game.cpp.

5196{
5197 int assist_bonus = installer.get_effect_int( effect_assisted );
5198
5199 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5202 -1 );
5203
5204 int damage = cyborg->damage();
5205 int dmg_lvl = cyborg->damage_level( 4 );
5206 int difficulty = 12;
5207
5208 if( damage != 0 ) {
5209
5210 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5211 dmg_lvl );
5212
5213 // Damage of the cyborg increases difficulty
5214 difficulty += dmg_lvl;
5215 }
5216
5217 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5218 int success = chance_of_success - rng( 1, 100 );
5219
5220 if( !g->u.query_yn(
5221 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5222 100 - static_cast<int>( chance_of_success ) ) ) {
5223 return;
5224 }
5225
5226 if( success > 0 ) {
5227 add_msg( m_good, _( "Successfully removed Personality override." ) );
5228 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5229
5230 m.i_rem( couch_pos, cyborg );
5231
5232 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5233 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5234 tmp->normalize();
5235 tmp->load_npc_template( npc_cyborg );
5236 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5238 tmp->hurtall( dmg_lvl * 10, nullptr );
5239 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5240 load_npcs();
5241
5242 } else {
5243 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5244 adjusted_skill ) );
5245 const int fail_type = std::min( 5, failure_level );
5246 switch( fail_type ) {
5247 case 1:
5248 case 2:
5249 add_msg( m_info, _( "The removal fails." ) );
5250 add_msg( m_bad, _( "The body is damaged." ) );
5251 cyborg->set_damage( damage + 1000 );
5252 break;
5253 case 3:
5254 case 4:
5255 add_msg( m_info, _( "The removal fails badly." ) );
5256 add_msg( m_bad, _( "The body is badly damaged!" ) );
5257 cyborg->set_damage( damage + 2000 );
5258 break;
5259 case 5:
5260 add_msg( m_info, _( "The removal is a catastrophe." ) );
5261 add_msg( m_bad, _( "The body is destroyed!" ) );
5262 m.i_rem( couch_pos, cyborg );
5263 break;
5264 default:
5265 break;
5266 }
5267
5268 }
5269
5270}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1883
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1840
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:711
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:698
int damage() const
How much damage has the item sustained?
Definition: item.cpp:693
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4090
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 3024 of file game.cpp.

3025{
3026 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
3027 return write_to_file( masterfile, [&]( std::ostream & fout ) {
3028 serialize_master( fout );
3029 }, _( "factions data" ) );
3030}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1259

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 3038 of file game.cpp.

3039{
3040 try {
3041 m.save();
3042 overmap_buffer.save(); // can throw
3043 MAPBUFFER.save(); // can throw
3044 return true;
3045 } catch( const std::exception &err ) {
3046 popup( _( "Failed to save the maps: %s" ), err.what() );
3047 return false;
3048 }
3049}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 3051 of file game.cpp.

3052{
3053 const std::string playerfile = get_player_base_save_path();
3054
3055 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
3056 serialize( fout );
3057 }, _( "player data" ) );
3058 const bool saved_map_memory = u.save_map_memory();
3059 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
3060 std::ostream & fout ) {
3061 fout << memorial().dump();
3062 }, _( "player memorial" ) );
3063#if defined(__ANDROID__)
3064 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
3065 std::ostream & fout ) {
3066 save_shortcuts( fout );
3067 }, _( "quick shortcuts" ) );
3068#endif
3069
3070 return saved_data && saved_map_memory && saved_log
3071#if defined(__ANDROID__)
3072 && saved_shortcuts
3073#endif
3074 ;
3075}
bool save_map_memory()
Definition: avatar.cpp:127
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12521
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:71
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 71 of file savegame.cpp.

72{
73 /*
74 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
75 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
76 */
77 // Header
78 fout << "# version " << savegame_version << std::endl;
79
80 JsonOut json( fout, true ); // pretty-print
81
82 json.start_object();
83 // basic game state information.
84 json.member( "turn", calendar::turn );
86 json.member( "calendar_start", calendar_config._start_of_cataclysm );
87 json.member( "game_start", calendar_config._start_of_game );
88 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
89 json.member( "auto_travel_mode", auto_travel_mode );
90 json.member( "run_mode", static_cast<int>( safe_mode ) );
91 json.member( "mostseen", mostseen );
92 // current map coordinates
93 tripoint pos_sm = m.get_abs_sub();
94 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
95 json.member( "levx", pos_sm.x );
96 json.member( "levy", pos_sm.y );
97 json.member( "levz", pos_sm.z );
98 json.member( "om_x", pos_om.x );
99 json.member( "om_y", pos_om.y );
100
101 json.member( "grscent", scent.serialize() );
102 json.member( "typescent", scent.serialize( true ) );
103
104 // Then each monster
105 json.member( "active_monsters", *critter_tracker );
106 json.member( "stair_monsters", coming_to_stairs );
107
108 // save stats.
109 json.member( "kill_tracker", *kill_tracker_ptr );
110 json.member( "stats_tracker", *stats_tracker_ptr );
111 json.member( "achievements_tracker", *achievements_tracker_ptr );
112
113 json.member( "token_provider", *token_provider_ptr );
114
115 json.member( "player", u );
116 Messages::serialize( json );
117
118 json.end_object();
119}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:1023
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:121
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:59

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1259 of file savegame.cpp.

1260{
1261 fout << "# version " << savegame_version << std::endl;
1262 try {
1263 JsonOut json( fout, true ); // pretty-print
1264 json.start_object();
1265
1266 json.member( "next_mission_id", next_mission_id );
1267 json.member( "next_npc_id", next_npc_id );
1268
1269 json.member( "active_missions" );
1270 mission::serialize_all( json );
1271
1272 json.member( "factions", *faction_manager_ptr );
1273 json.member( "seed", seed );
1274
1275 json.member( "weather" );
1276 json.start_object();
1277 json.member( "lightning", get_weather().lightning_active );
1278 json.end_object();
1279
1280 json.end_object();
1281 } catch( const JsonError &e ) {
1282 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1283 }
1284}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1250

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1872 of file game.cpp.

1873{
1874 critter_died = true;
1875}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1689 of file game.cpp.

1690{
1691 // remove the previous driving offset,
1692 // store the new offset and apply the new offset.
1699}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1867 of file game.cpp.

1868{
1869 npcs_dirty = true;
1870}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 9169 of file game.cpp.

9170{
9171 safe_mode = mode;
9173}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7336 of file game.cpp.

7337{
7338#if defined(TILES)
7339 if( tileset_zoom != level ) {
7340 tileset_zoom = level;
7341 rescale_tileset( tileset_zoom );
7342 }
7343#else
7344 static_cast<void>( level );
7345#endif // TILES
7346}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2583 of file game.cpp.

2584{
2586 remoteveh_cache = veh;
2587 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2589 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2590 veh = nullptr;
2591 }
2592
2593 if( veh == nullptr ) {
2594 u.remove_value( "remote_controlling_vehicle" );
2595 return;
2596 }
2597
2598 std::stringstream remote_veh_string;
2599 const tripoint vehpos = veh->global_pos3();
2600 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2601 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2602}
void remove_value(const std::string &key)
Definition: creature.cpp:1330

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 558 of file game.cpp.

559{
560 loading_ui ui( true );
561 {
564 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
567
569 }
570
572
573 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
574 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
575 }
576
577 m = map( get_option<bool>( "ZLEVELS" ) );
578
580 next_mission_id = 1;
581 new_game = true;
582 uquit = QUIT_NO; // We haven't quit the game
583 bVMonsterLookFire = true;
584
585 // invalidate calendar caches in case we were previously playing
586 // a different world
587 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
588 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
589
592
593 turnssincelastmon = 0; //Auto safe mode init
594
597 coming_to_stairs.clear();
598 active_npc.clear();
599 faction_manager_ptr->clear();
604
605 SCT.vSCT.clear(); //Delete pending messages
606
607 stats().clear();
608 // reset kill counts
609 kill_tracker_ptr->clear();
611 // reset follower list
612 follower_ids.clear();
613 scent.reset();
614
616 remoteveh_cache = nullptr;
617
618 token_provider_ptr->clear();
619 // back to menu for save loading, new game etc
620}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:5029
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2931
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4882 of file game.cpp.

4883{
4884 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4885 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4886 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4887 }
4888 if( critter.is_monster() ) {
4889 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4890 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4891 return std::dynamic_pointer_cast<T>( mon_ptr );
4892 }
4893 }
4894 }
4895 if( critter.is_npc() ) {
4896 for( auto &cur_npc : active_npc ) {
4897 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4898 return std::dynamic_pointer_cast<T>( cur_npc );
4899 }
4900 }
4901 }
4902 return nullptr;
4903}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12534 of file game.cpp.

12535{
12536 for( tripoint &p : destination_preview ) {
12537 p += delta;
12538 }
12539}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11540 of file game.cpp.

11541{
11542 // If either shift argument is non-zero, we're shifting.
11543 if( shift == tripoint_zero ) {
11544 return;
11545 }
11546 for( monster &critter : all_monsters() ) {
11547 if( shift.xy() != point_zero ) {
11548 critter.shift( shift.xy() );
11549 }
11550
11551 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11552 // We're inbounds, so don't despawn after all.
11553 // No need to shift Z-coordinates, they are absolute
11554 continue;
11555 }
11556 // Either a vertical shift or the critter is now outside of the reality bubble,
11557 // anyway: it must be saved and removed.
11558 despawn_monster( critter );
11559 }
11560 // The order in which zombies are shifted may cause zombies to briefly exist on
11561 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11562 critter_tracker->rebuild_cache();
11563}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12541 of file game.cpp.

12542{
12543 ///\EFFECT_DEX decreases chances of slipping while climbing
12544 int climb = u.dex_cur;
12545 if( u.has_trait( trait_BADKNEES ) ) {
12546 climb = climb / 2;
12547 }
12548 if( one_in( climb ) ) {
12549 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12550 if( climb <= 1 ) {
12551 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12552 }
12553 return true;
12554 }
12555 return false;
12556}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 5040 of file game.cpp.

5041{
5042 if( one_in( 100 ) ) {
5043 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5044 tmp->normalize();
5045 tmp->randomize( NC_HALLU );
5046 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
5047 if( !critter_at( p, true ) ) {
5049 load_npcs();
5050 return true;
5051 } else {
5052 return false;
5053 }
5054 }
5055
5057 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
5058 phantasm->hallucination = true;
5059 phantasm->spawn( p );
5060
5061 //Don't attempt to place phantasms inside of other creatures
5062 if( !critter_at( phantasm->pos(), true ) ) {
5063 return critter_tracker->add( phantasm );
5064 } else {
5065 return false;
5066 }
5067}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 3092 of file game.cpp.

3093{
3094 return *spell_events_ptr;
3095}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 12103 of file game.cpp.

12104{
12105 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
12106 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
12107 scen->has_flag( "SUM_ADV_START" );
12108
12110 if( scen_season ) {
12111 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
12113 get_option<int>( "INITIAL_TIME" );
12114 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
12115 if( scen->has_flag( "SPR_START" ) ) {
12117 } else if( scen->has_flag( "SUM_START" ) ) {
12120 } else if( scen->has_flag( "AUT_START" ) ) {
12123 } else if( scen->has_flag( "WIN_START" ) ) {
12126 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
12129 } else {
12130 debugmsg( "The Unicorn" );
12131 }
12132 } else {
12133 // No scenario, so use the starting date+time configured in world options
12134 int initial_days = get_option<int>( "INITIAL_DAY" );
12135 if( initial_days == -1 ) {
12136 // 0 - 363 for a 91 day season
12137 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
12138 }
12140
12141 // Determine the season based off how long the seasons are set to be
12142 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
12143 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
12144 if( season_number == 0 ) {
12146 } else if( season_number == 1 ) {
12148 } else if( season_number == 2 ) {
12150 } else {
12152 }
12153
12155 + 1_hours * get_option<int>( "INITIAL_TIME" )
12156 + 1_days * get_option<int>( "SPAWN_DELAY" );
12157 }
12158
12160}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1030
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 645 of file game.cpp.

646{
647 if( !gamemode ) {
648 gamemode = std::make_unique<special_game>();
649 }
650
651 seed = rng_bits();
652 new_game = true;
655 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
656 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
658
660
663 popup.message( "%s", _( "Please wait as we build your world" ) );
666
667 load_master();
668 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
669
673 do {
674 omtstart = start_loc.find_player_initial_location();
675 if( omtstart == overmap::invalid_tripoint ) {
676 if( query_yn(
677 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
680 } else {
681 return false;
682 }
683 }
684 } while( omtstart == overmap::invalid_tripoint );
685
686 start_loc.prepare_map( omtstart );
687
688 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
689 if( u.starting_vehicle &&
690 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
691 std::vector<std::string> {} ) ) {
692 debugmsg( "could not place starting vehicle" );
693 }
694
695 if( scen->has_map_extra() ) {
696 // Map extras can add monster spawn points and similar and should be done before the main
697 // map is loaded.
698 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
699 }
700
701 // TODO: fix point types
702 tripoint lev = project_to<coords::sm>( omtstart ).raw();
703 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
704 lev.x -= HALF_MAPSIZE;
705 lev.y -= HALF_MAPSIZE;
706 load_map( lev );
707
710 // Do this after the map cache has been built!
711 start_loc.place_player( u );
712 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
715 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
717 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
718
719 u.moves = 0;
720 u.process_turn(); // process_turn adds the initial move points
724 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
726
727 //Reset character safe mode/pickup rules
732
733 //Put some NPCs in there!
734 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
735 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
736 !g->scen->has_flag( "LONE_START" ) ) ) {
738 }
739 //Load NPCs. Set nearby npcs to active.
740 load_npcs();
741 // Spawn the monsters
742 const bool spawn_near =
743 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
744 // Surrounded start ones
745 if( spawn_near ) {
746 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
747 }
748
749 m.spawn_monsters( !spawn_near ); // Static monsters
750
751 // Make sure that no monsters are near the player
752 // This can happen in lab starts
753 if( !spawn_near ) {
754 for( monster &critter : all_monsters() ) {
755 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
756 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
757 remove_zombie( critter );
758 }
759 }
760 }
761
762 //Create mutation_category_level
764 //Calculate mutation drench protection stats
767 if( scen->has_flag( "FIRE_START" ) ) {
768 start_loc.burn( omtstart, 3, 3 );
769 }
770 if( scen->has_flag( "INFECTED" ) ) {
772 }
773 if( scen->has_flag( "BAD_DAY" ) ) {
774 u.add_effect( effect_flu, 1000_minutes );
775 u.add_effect( effect_drunk, 270_minutes );
776 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
777 }
778 if( scen->has_flag( "HELI_CRASH" ) ) {
779 start_loc.handle_heli_crash( u );
780 bool success = false;
781 for( auto v : m.get_vehicles() ) {
782 std::string name = v.v->type.str();
783 std::string search = std::string( "helicopter" );
784 if( name.find( search ) != std::string::npos ) {
785 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
786 const tripoint pos = vp.pos();
787 u.setpos( pos );
788
789 // Delete the items that would have spawned here from a "corpse"
790 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
791 vehicle_stack here = v.v->get_items( sp );
792
793 for( auto iter = here.begin(); iter != here.end(); ) {
794 iter = here.erase( iter );
795 }
796 }
797
798 auto mons = critter_tracker->find( pos );
799 if( mons != nullptr ) {
800 critter_tracker->remove( *mons );
801 }
802
803 success = true;
804 break;
805 }
806 if( success ) {
807 v.v->name = "Bird Wreckage";
808 break;
809 }
810 }
811 }
812 }
813 if( scen->has_flag( "BORDERED" ) ) {
814 overmap &starting_om = get_cur_om();
815 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
816 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
818 }
819
820 }
821 for( auto &e : u.inv_dump() ) {
822 e->set_owner( g->u );
823 }
824 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
825 update_map( u );
826 // Profession pets
827 for( const mtype_id &elem : u.starting_pets ) {
828 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
829 mon->friendly = -1;
830 mon->add_effect( effect_pet, 1_turns, num_bp );
831 } else {
832 add_msg( m_debug, "cannot place starting pet, no space!" );
833 }
834 }
835 // Assign all of this scenario's missions to the player.
836 for( const mission_type_id &m : scen->missions() ) {
837 const auto mission = mission::reserve_new( m, character_id() );
838 mission->assign( u );
839 }
840
841 g->events().send<event_type::game_start>( u.getID() );
842 return true;
843}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2276
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7925
void set_stamina(int new_stamina)
Definition: character.cpp:7189
time_point next_climate_control_check
Definition: character.h:2275
int get_stamina_max() const
Definition: character.cpp:7180
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7902
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:12103
void create_starting_npcs()
Definition: game.cpp:971
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:12401
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:845
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6374
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2096
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:687
vproto_id starting_vehicle
Definition: player.h:699
std::vector< mtype_id > starting_pets
Definition: player.h:700
start_location_id start_location
Definition: player.h:688
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
string_id< overmap_special > overmap_special_id
Definition: omdata.h:40
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:98
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10903 of file game.cpp.

10904{
10905 // Find target items and quantities thereof for the new activity
10906 std::vector<item_location> target_items;
10907 std::vector<int> quantities;
10908
10909 map_stack items = m.i_at( pos );
10910 for( item &it : items ) {
10911 // Liquid cannot be picked up
10912 if( it.made_of( LIQUID ) ) {
10913 continue;
10914 }
10915 target_items.emplace_back( map_cursor( pos ), &it );
10916 // Quantity of 0 means move all
10917 quantities.push_back( 0 );
10918 }
10919
10920 if( target_items.empty() ) {
10921 // Nothing to haul
10922 return;
10923 }
10924
10925 // Whether the destination is inside a vehicle (not supported)
10926 const bool to_vehicle = false;
10927 // Destination relative to the player
10928 const tripoint relative_destination{};
10929
10931 target_items,
10932 quantities,
10933 to_vehicle,
10934 relative_destination
10935 ) ) );
10936}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 3082 of file game.cpp.

3083{
3084 return *stats_tracker_ptr;
3085}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 5069 of file game.cpp.

5070{
5071 if( &a == &b ) {
5072 // No need to do anything, but print a debugmsg anyway
5073 debugmsg( "Tried to swap %s with itself", a.disp_name() );
5074 return true;
5075 }
5076 if( critter_at( a.pos() ) != &a ) {
5077 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
5078 b.disp_name(), critter_at( a.pos() )->disp_name() );
5079 return false;
5080 }
5081 if( critter_at( b.pos() ) != &b ) {
5082 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
5083 a.disp_name(), critter_at( b.pos() )->disp_name() );
5084 return false;
5085 }
5086 // Simplify by "sorting" the arguments
5087 // Only the first argument can be u
5088 // If swapping player/npc with a monster, monster is second
5089 bool a_first = a.is_player() ||
5090 ( a.is_npc() && !b.is_player() );
5091 Creature &first = a_first ? a : b;
5092 Creature &second = a_first ? b : a;
5093 // Possible options:
5094 // both first and second are monsters
5095 // second is a monster, first is a player or an npc
5096 // first is a player, second is an npc
5097 // both first and second are npcs
5098 if( first.is_monster() ) {
5099 monster *m1 = dynamic_cast< monster * >( &first );
5100 monster *m2 = dynamic_cast< monster * >( &second );
5101 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
5102 debugmsg( "Couldn't swap two monsters" );
5103 return false;
5104 }
5105
5106 critter_tracker->swap_positions( *m1, *m2 );
5107 return true;
5108 }
5109
5110 player *u_or_npc = dynamic_cast< player * >( &first );
5111 player *other_npc = dynamic_cast< player * >( &second );
5112
5113 if( u_or_npc->in_vehicle ) {
5114 g->m.unboard_vehicle( u_or_npc->pos() );
5115 }
5116
5117 if( other_npc && other_npc->in_vehicle ) {
5118 g->m.unboard_vehicle( other_npc->pos() );
5119 }
5120
5121 tripoint temp = second.pos();
5122 second.setpos( first.pos() );
5123
5124 if( first.is_player() ) {
5125 g->walk_move( temp );
5126 } else {
5127 first.setpos( temp );
5128 if( g->m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
5129 g->m.board_vehicle( u_or_npc->pos(), u_or_npc );
5130 }
5131 }
5132
5133 if( other_npc && g->m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
5134 g->m.board_vehicle( other_npc->pos(), other_npc );
5135 }
5136 return true;
5137}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, critter_at(), critter_tracker, debugmsg, g, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), Creature::pos(), Character::pos(), second, Creature::setpos(), and VPFLAG_BOARDABLE.

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7405 of file game.cpp.

7406{
7407 popup( _( "This binary was not compiled with tiles support." ) );
7408 return false;
7409}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7399 of file game.cpp.

7400{
7401 popup( _( "This binary was not compiled with tiles support." ) );
7402 return false;
7403}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 536 of file game.cpp.

537{
538 if( fullscreen ) {
539 was_fullscreen = true;
541 } else {
542 was_fullscreen = false;
543 }
544}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11711 of file game.cpp.

11712{
11714}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 498 of file game.cpp.

499{
500#if !defined(TILES)
503#else
504 toggle_fullscreen_window();
505#endif
506}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 508 of file game.cpp.

509{
510#if defined(TILES)
512 clear_window_area( w_pixel_minimap );
513 }
516#endif // TILES
517}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2604 of file game.cpp.

2605{
2606 bool new_destination = true;
2607 if( !destination_preview.empty() ) {
2608 auto &final_destination = destination_preview.back();
2609 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2610 // Second click
2611 new_destination = false;
2613 destination_preview.clear();
2615 if( act == ACTION_NULL ) {
2616 // Something went wrong
2618 return false;
2619 }
2620 }
2621 }
2622
2623 if( new_destination ) {
2625 u.get_path_avoid() );
2626 return false;
2627 }
2628
2629 return true;
2630}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2632 of file game.cpp.

2633{
2634 const bool cleared_destination = !destination_preview.empty();
2636 destination_preview.clear();
2637
2638 if( cleared_destination ) {
2639 // Produce no-op if auto-move had just been cleared on this action
2640 // e.g. from a previous single left mouse click. This has the effect
2641 // of right-click canceling an auto-move before it is initiated.
2642 return false;
2643 }
2644
2645 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2646 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2647 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2648 if( !u.sees( *mon ) ) {
2649 add_msg( _( "Nothing relevant here." ) );
2650 return false;
2651 }
2652
2653 if( !u.weapon.is_gun() ) {
2654 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2655 return false;
2656 }
2657
2658 // TODO: Add weapon range check. This requires weapon to be reloaded.
2659
2660 act = ACTION_FIRE;
2661 } else if( is_adjacent &&
2662 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2663 true ) ) {
2664 act = ACTION_CLOSE;
2665 } else if( is_self ) {
2667 } else if( is_adjacent ) {
2669 } else {
2670 add_msg( _( "Nothing relevant here." ) );
2671 return false;
2672 }
2673
2674 return true;
2675}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3961
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload()

bool game::unload ( item_location  loc)

Definition at line 9003 of file game.cpp.

9004{
9005 return u.unload( loc );
9006}
bool unload(item_location loc)
Definition: player.cpp:3047

References u, and player::unload().

Referenced by inventory_item_menu().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 949 of file game.cpp.

950{
951 for( const auto &npc : active_npc ) {
952 npc->on_unload();
953 }
954
955 active_npc.clear();
956}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2642

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 169 of file savegame.cpp.

170{
171 chkversion( fin );
172 int tmpturn = 0;
173 int tmpcalstart = 0;
174 int tmprun = 0;
175 tripoint lev;
176 point com;
177 JsonIn jsin( fin );
178 try {
179 JsonObject data = jsin.get_object();
180
181 data.read( "turn", tmpturn );
182 data.read( "calendar_start", tmpcalstart );
184 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
185 static_cast<int>( SPRING ) ) );
186 // 0.E stable
187 if( savegame_loading_version < 26 ) {
188 tmpturn *= 6;
189 tmpcalstart *= 6;
190 }
193 tmpcalstart );
194
195 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
197 }
198
199 data.read( "auto_travel_mode", auto_travel_mode );
200 data.read( "run_mode", tmprun );
201 data.read( "mostseen", mostseen );
202 data.read( "levx", lev.x );
203 data.read( "levy", lev.y );
204 data.read( "levz", lev.z );
205 data.read( "om_x", com.x );
206 data.read( "om_y", com.y );
207
208 load_map( tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ) );
209
210 safe_mode = static_cast<safe_mode_type>( tmprun );
211 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
213 }
214
215 std::string linebuff;
216 std::string linebuf;
217 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
218 scent.deserialize( linebuf );
219 scent.deserialize( linebuff, true );
220 } else {
221 scent.reset();
222 }
223 data.read( "active_monsters", *critter_tracker );
224
225 coming_to_stairs.clear();
226 for( auto elem : data.get_array( "stair_monsters" ) ) {
227 monster stairtmp;
228 elem.read( stairtmp );
229 coming_to_stairs.push_back( stairtmp );
230 }
231
232 if( data.has_object( "kill_tracker" ) ) {
233 data.read( "kill_tracker", *kill_tracker_ptr );
234 } else {
235 // Legacy support for when kills were stored directly in game
236 std::map<mtype_id, int> kills;
237 std::vector<std::string> npc_kills;
238 for( const JsonMember member : data.get_object( "kills" ) ) {
239 kills[mtype_id( member.name() )] = member.get_int();
240 }
241
242 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
243 npc_kills.push_back( npc_name );
244 }
245
246 kill_tracker_ptr->reset( kills, npc_kills );
247 }
248
249 data.read( "player", u );
250 data.read( "stats_tracker", *stats_tracker_ptr );
251 data.read( "achievements_tracker", *achievements_tracker_ptr );
252 data.read( "token_provider", token_provider_ptr );
253 Messages::deserialize( data );
254
255 } catch( const JsonError &jsonerr ) {
256 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
257 return;
258 }
259}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:261
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:402
static void chkversion(std::istream &fin)
Definition: savegame.cpp:150
int savegame_loading_version
Definition: savegame.cpp:66

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1209 of file savegame.cpp.

1210{
1212 chkversion( fin );
1213 if( savegame_loading_version < 11 ) {
1214 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1215 popup->message(
1216 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1220 }
1221 try {
1222 // single-pass parsing example
1223 JsonIn jsin( fin );
1224 jsin.start_object();
1225 while( !jsin.end_object() ) {
1226 std::string name = jsin.get_member_name();
1227 if( name == "next_mission_id" ) {
1228 next_mission_id = jsin.get_int();
1229 } else if( name == "next_npc_id" ) {
1230 next_npc_id.deserialize( jsin );
1231 } else if( name == "active_missions" ) {
1233 } else if( name == "factions" ) {
1234 jsin.read( *faction_manager_ptr );
1235 } else if( name == "seed" ) {
1236 jsin.read( seed );
1237 } else if( name == "weather" ) {
1238 JsonObject w = jsin.get_object();
1239 w.read( "lightning", get_weather().lightning_active );
1240 } else {
1241 // silently ignore anything else
1242 jsin.skip_value();
1243 }
1244 }
1245 } catch( const JsonError &e ) {
1246 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1247 }
1248}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1199

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 11171 of file game.cpp.

11172{
11173 point shift;
11174
11175 while( x < HALF_MAPSIZE_X ) {
11176 x += SEEX;
11177 shift.x--;
11178 }
11179 while( x >= HALF_MAPSIZE_X + SEEX ) {
11180 x -= SEEX;
11181 shift.x++;
11182 }
11183 while( y < HALF_MAPSIZE_Y ) {
11184 y += SEEY;
11185 shift.y--;
11186 }
11187 while( y >= HALF_MAPSIZE_Y + SEEY ) {
11188 y -= SEEY;
11189 shift.y++;
11190 }
11191
11192 if( shift == point_zero ) {
11193 // adjust player position
11194 u.setpos( tripoint( x, y, get_levz() ) );
11195 // Update what parts of the world map we can see
11196 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
11197 // TODO: only make this call if we changed z-level
11199 // Not actually shifting the submaps, all the stuff below would do nothing
11200 return point_zero;
11201 }
11202
11203 // this handles loading/unloading submaps that have scrolled on or off the viewport
11204 // NOLINTNEXTLINE(cata-use-named-point-constants)
11205 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
11206 point remaining_shift = shift;
11207 while( remaining_shift != point_zero ) {
11208 point this_shift = clamp( remaining_shift, size_1 );
11209 m.shift( this_shift );
11210 remaining_shift -= this_shift;
11211 }
11212
11213 grid_tracker_ptr->load( m );
11214
11215 // Shift monsters
11216 shift_monsters( tripoint( shift, 0 ) );
11217 const point shift_ms = sm_to_ms_copy( shift );
11218 u.shift_destination( -shift_ms );
11219
11220 // Shift NPCs
11221 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
11222 ( *it )->shift( shift );
11223 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
11224 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
11225 //Remove the npc from the active list. It remains in the overmap list.
11226 ( *it )->on_unload();
11227 it = active_npc.erase( it );
11228 } else {
11229 it++;
11230 }
11231 }
11232
11233 scent.shift( shift_ms );
11234
11235 // Also ensure the player is on current z-level
11236 // get_levz() should later be removed, when there is no longer such a thing
11237 // as "current z-level"
11238 u.setpos( tripoint( x, y, get_levz() ) );
11239
11240 // Only do the loading after all coordinates have been shifted.
11241
11242 // Check for overmap saved npcs that should now come into view.
11243 // Put those in the active list.
11244 load_npcs();
11245
11246 // Make sure map cache is consistent since it may have shifted.
11247 if( m.has_zlevels() ) {
11248 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
11249 m.invalidate_map_cache( zlev );
11250 }
11251 } else {
11253 }
11255
11256 // Spawn monsters if appropriate
11257 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
11258 m.spawn_monsters( false ); // Static monsters
11259
11260 // Update what parts of the world map we can see
11262
11263 return shift;
11264}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11540
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6615
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 11165 of file game.cpp.

11166{
11167 point p2( p.posx(), p.posy() );
11168 return update_map( p2.x, p2.y );
11169}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 11266 of file game.cpp.

11267{
11268 const tripoint_abs_omt ompos = u.global_omt_location();
11269 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
11270 const int dist_squared = dist * dist;
11271 // We can always see where we're standing
11272 overmap_buffer.set_seen( ompos, true );
11273 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
11274 const point_rel_omt delta = p.xy() - ompos.xy();
11275 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
11276 if( trigdist && h_squared > dist_squared ) {
11277 continue;
11278 }
11279 if( delta == point_rel_omt() ) {
11280 // 1. This case is already handled outside of the loop
11281 // 2. Calculating multiplier would cause division by zero
11282 continue;
11283 }
11284 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
11285 point abs_delta = delta.raw().abs();
11286 int max_delta = std::max( abs_delta.x, abs_delta.y );
11287 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
11288 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
11289 float sight_points = dist;
11290 for( auto it = line.begin();
11291 it != line.end() && sight_points >= 0; ++it ) {
11292 const oter_id &ter = overmap_buffer.ter( *it );
11293 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
11294 }
11295 if( sight_points >= 0 ) {
11296 tripoint_abs_omt seen( p );
11297 do {
11298 overmap_buffer.set_seen( seen, true );
11299 --seen.z();
11300 } while( seen.z() >= 0 );
11301 }
11302 }
11303}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:764
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:329

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 11318 of file game.cpp.

11319{
11320 // Search for the stairs closest to the player.
11321 std::vector<int> stairx;
11322 std::vector<int> stairy;
11323 std::vector<int> stairdist;
11324
11325 const bool from_below = monstairz < get_levz();
11326
11327 if( coming_to_stairs.empty() ) {
11328 return;
11329 }
11330
11331 if( m.has_zlevels() ) {
11332 debugmsg( "%d monsters coming to stairs on a map with z-levels",
11333 coming_to_stairs.size() );
11334 coming_to_stairs.clear();
11335 }
11336
11337 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
11338 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
11339 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
11340 stairx.push_back( dest.x );
11341 stairy.push_back( dest.y );
11342 stairdist.push_back( rl_dist( dest, u.pos() ) );
11343 }
11344 }
11345 if( stairdist.empty() ) {
11346 return; // Found no stairs?
11347 }
11348
11349 // Find closest stairs.
11350 size_t si = 0;
11351 for( size_t i = 0; i < stairdist.size(); i++ ) {
11352 if( stairdist[i] < stairdist[si] ) {
11353 si = i;
11354 }
11355 }
11356
11357 // Find up to 4 stairs for distance stairdist[si] +1
11358 std::vector<int> nearest;
11359 nearest.push_back( si );
11360 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
11361 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
11362 nearest.push_back( i );
11363 }
11364 }
11365 // Randomize the stair choice
11366 si = random_entry_ref( nearest );
11367
11368 // Attempt to spawn zombies.
11369 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
11370 point mpos( stairx[si], stairy[si] );
11371 monster &critter = coming_to_stairs[i];
11372 const tripoint dest {
11373 mpos, g->get_levz()
11374 };
11375
11376 // We might be not be visible.
11377 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
11378 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
11379 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
11380 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
11381 continue;
11382 }
11383
11384 critter.staircount -= 4;
11385 // Let the player know zombies are trying to come.
11386 if( u.sees( dest ) ) {
11387 std::string dump;
11388 if( critter.staircount > 4 ) {
11389 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
11390 } else {
11391 if( critter.staircount > 0 ) {
11392 dump += ( from_below ?
11393 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
11394 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
11395 critter.name(),
11396 m.tername( dest ) ) :
11397 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
11398 critter.name(),
11399 m.tername( dest ) ) );
11400 }
11401 }
11402
11403 add_msg( m_warning, dump );
11404 } else {
11406 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
11407 }
11408
11409 if( critter.staircount > 0 ) {
11410 continue;
11411 }
11412
11413 if( is_empty( dest ) ) {
11414 critter.spawn( dest );
11415 critter.staircount = 0;
11416 place_critter_at( make_shared_fast<monster>( critter ), dest );
11417 if( u.sees( dest ) ) {
11418 if( !from_below ) {
11419 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
11420 critter.name(),
11421 m.tername( dest ) );
11422 } else {
11423 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
11424 critter.name(),
11425 m.tername( dest ) );
11426 }
11427 }
11428 coming_to_stairs.erase( coming_to_stairs.begin() + i );
11429 continue;
11430 } else if( u.pos() == dest ) {
11431 // Monster attempts to push player of stairs
11433 int tries = 0;
11434
11435 // the critter is now right on top of you and will attack unless
11436 // it can find a square to push you into with one of his tries.
11437 const int creature_push_attempts = 9;
11438 const int player_throw_resist_chance = 3;
11439
11440 critter.spawn( dest );
11441 while( tries < creature_push_attempts ) {
11442 tries++;
11443 push.x = rng( -1, 1 );
11444 push.y = rng( -1, 1 );
11445 point ipos( mpos + push );
11446 tripoint pos( ipos, get_levz() );
11447 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
11448 critter.can_move_to( pos ) ) {
11449 bool resiststhrow = ( u.is_throw_immune() ) ||
11451 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
11452 u.moves -= 25; // small charge for avoiding the push altogether
11453 add_msg( _( "The %s fails to push you back!" ),
11454 critter.name() );
11455 return; //judo or leg brace prevent you from getting pushed at all
11456 }
11457 // Not accounting for tentacles latching on, so..
11458 // Something is about to happen, lets charge half a move
11459 u.moves -= 50;
11460 if( resiststhrow && ( u.is_throw_immune() ) ) {
11461 //we have a judoka who isn't getting pushed but counterattacking now.
11462 mattack::thrown_by_judo( &critter );
11463 return;
11464 }
11465 std::string msg;
11466 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11467 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11468 // dodge 12 - never get downed
11469 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11470 u.add_effect( effect_downed, 2_turns );
11471 msg = _( "The %s pushed you back hard!" );
11472 } else {
11473 msg = _( "The %s pushed you back!" );
11474 }
11475 add_msg( m_warning, msg.c_str(), critter.name() );
11476 u.setx( u.posx() + push.x );
11477 u.sety( u.posy() + push.y );
11478 return;
11479 }
11480 }
11482 _( "The %s tried to push you back but failed! It attacks you!" ),
11483 critter.name() );
11484 critter.melee_attack( u );
11485 u.moves -= 50;
11486 return;
11487 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11488 // Monster attempts to displace a monster from the stairs
11489 monster &other = *mon_ptr;
11490 critter.spawn( dest );
11491
11492 // the critter is now right on top of another and will push it
11493 // if it can find a square to push it into inside of his tries.
11494 const int creature_push_attempts = 9;
11495 const int creature_throw_resist = 4;
11496
11497 int tries = 0;
11498 point push2;
11499 while( tries < creature_push_attempts ) {
11500 tries++;
11501 push2.x = rng( -1, 1 );
11502 push2.y = rng( -1, 1 );
11503 point ipos2( mpos + push2 );
11504 tripoint pos( ipos2, get_levz() );
11505 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11506 continue;
11507 }
11508 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11509 other.setpos( tripoint( ipos2, get_levz() ) );
11510 other.moves -= 50;
11511 std::string msg;
11512 if( one_in( creature_throw_resist ) ) {
11513 other.add_effect( effect_downed, 2_turns );
11514 msg = _( "The %1$s pushed the %2$s hard." );
11515 } else {
11516 msg = _( "The %1$s pushed the %2$s." );
11517 }
11518 add_msg( m_neutral, msg, critter.name(), other.name() );
11519 return;
11520 }
11521 }
11522 return;
11523 }
11524 }
11525}
void setx(int x)
Definition: character.h:847
void sety(int y)
Definition: character.h:850
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:782
int monstairz
Definition: game.h:1032
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8411
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:249
int posy() const override
Definition: monster.h:498
void melee_attack(Creature &target)
Definition: monster.cpp:1370
int staircount
Definition: monster.h:509
void spawn(const tripoint &p)
Definition: monster.cpp:481
int posx() const override
Definition: monster.h:495
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4581
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 5019 of file game.cpp.

5020{
5021 return critter_tracker->update_pos( critter, pos );
5022}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4802 of file game.cpp.

4803{
4804 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4805 add_msg( m_info, _( "You can not read a computer screen!" ) );
4806 return;
4807 }
4808 if( u.is_blind() ) {
4809 // we don't have screen readers in game
4810 add_msg( m_info, _( "You can not see a computer screen!" ) );
4811 return;
4812 }
4813 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4814 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4815 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4816 return;
4817 }
4818
4819 computer *used = m.computer_at( p );
4820
4821 if( used == nullptr ) {
4822 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4823 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4824 } else {
4825 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4826 }
4827 return;
4828 }
4829
4830 computer_session( *used ).use();
4831}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5534
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2035 of file game.cpp.

2036{
2037 basecamp camp = m.hoist_submap_camp( u.pos() );
2038 if( camp.is_valid() ) {
2039 overmap_buffer.add_camp( camp );
2041 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2042 std::string camp_name = _( "Faction Camp" );
2043 camp.set_name( camp_name );
2044 overmap_buffer.add_camp( camp );
2046 }
2047}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5565
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5560
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1977 of file game.cpp.

1978{
1979 for( auto &veh : m.get_vehicles() ) {
1980 vehicle *v = veh.v;
1983 if( other_v ) {
1984 // the other vehicle is towing us.
1985 v->tow_data.set_towing( other_v, v );
1987 }
1988 }
1989 }
1990}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:5927
towing_data tow_data
Definition: vehicle.h:1887

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1992 of file game.cpp.

1993{
1994 for( monster &m : all_monsters() ) {
1995 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1996 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1997 if( !mounted_pl ) {
1998 // Target no longer valid.
1999 m.mounted_player_id = character_id();
2000 m.remove_effect( effect_ridden );
2001 continue;
2002 }
2003 mounted_pl->mounted_creature = shared_from( m );
2004 mounted_pl->setpos( m.pos() );
2005 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2006 m.mounted_player = mounted_pl;
2007 }
2008 }
2009}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2011 of file game.cpp.

2012{
2013 // Make sure visible followers are in the list.
2014 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2015 return guy.is_player_ally();
2016 } );
2017 for( npc *guy : visible_followers ) {
2018 update_faction_api( guy );
2019 add_npc_follower( guy->getID() );
2020 }
2021 // Make sure overmapbuffered NPC followers are in the list.
2022 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2023 npc *guy = temp_guy.get();
2024 if( guy->is_player_ally() ) {
2025 update_faction_api( guy );
2026 add_npc_follower( guy->getID() );
2027 }
2028 }
2029 // Make sure that serialized player followers sync up with game list
2030 for( const auto &temp_id : u.follower_ids ) {
2031 add_npc_follower( temp_id );
2032 }
2033}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1957
static void update_faction_api(npc *guy)
Definition: game.cpp:1969

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10492 of file game.cpp.

10493{
10494 if( u.is_mounted() ) {
10495 auto mons = u.mounted_creature.get();
10496 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10497 if( !mons->check_mech_powered() ) {
10498 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10499 mons->get_name() );
10500 return;
10501 }
10502 }
10503 }
10504
10505 // > and < are used for diving underwater.
10506 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10507 if( movez == -1 ) {
10508 if( u.is_underwater() ) {
10509 add_msg( m_info, _( "You are already underwater!" ) );
10510 return;
10511 }
10512 if( u.worn_with_flag( "FLOTATION" ) ) {
10513 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10514 return;
10515 }
10516 u.set_underwater( true );
10517 ///\EFFECT_STR increases breath-holding capacity while diving
10518 u.oxygen = 30 + 2 * u.str_cur;
10519 add_msg( _( "You dive underwater!" ) );
10520 } else {
10521 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10522 u.set_underwater( false );
10523 add_msg( _( "You surface." ) );
10524 } else {
10525 add_msg( m_info, _( "You try to surface but can't!" ) );
10526 }
10527 }
10528 u.moves -= 100;
10529 return;
10530 }
10531
10532 // Force means we're going down, even if there's no staircase, etc.
10533 bool climbing = false;
10534 int move_cost = 100;
10535 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10536 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10537 // Climbing
10538 if( m.has_floor_or_support( stairs ) ) {
10539 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10540 return;
10541 }
10542
10543 std::vector<tripoint> pts;
10544 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10545 if( m.passable( pt ) &&
10546 m.has_floor_or_support( pt ) ) {
10547 pts.push_back( pt );
10548 }
10549 }
10550
10551 const int cost = u.climbing_cost( u.pos(), stairs );
10552
10553 if( cost == 0 ) {
10554 if( u.has_trait( trait_WEB_ROPE ) ) {
10555 if( pts.empty() ) {
10556 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10557 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10558 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10559 add_msg( m_info, _( "You can't spin a web rope there." ) );
10560 } else if( g->m.has_furn( u.pos() ) ) {
10561 add_msg( m_info, _( "There is already furniture at that location." ) );
10562 } else {
10563 if( query_yn( "Spin a rope and climb?" ) ) {
10564 add_msg( m_good, _( "You spin a rope of web." ) );
10565 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10566 u.mod_moves( to_turns<int>( 2_seconds ) );
10568 vertical_move( movez, force, peeking );
10569 }
10570 }
10571 }
10572
10573 } else {
10574 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10575
10576 }
10577 return;
10578
10579 }
10580
10581 if( cost <= 0 || pts.empty() ) {
10582 add_msg( m_info,
10583 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10584 return;
10585 } else {
10586 // TODO: Make it an extended action
10587 climbing = true;
10588 move_cost = cost;
10589
10591 if( !pnt ) {
10592 return;
10593 }
10594 stairs = *pnt;
10595 }
10596 }
10597
10598 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10599 add_msg( m_info, _( "You can't go down here!" ) );
10600 return;
10601 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10602 add_msg( m_info, _( "You can't go up here!" ) );
10603 return;
10604 }
10605
10606 if( force ) {
10607 // Let go of a grabbed cart.
10608 u.grab( OBJECT_NONE );
10609 } else if( u.grab_point != tripoint_zero ) {
10610 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10611 return;
10612 }
10613
10614 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10615 // is called or when the map is loaded on new z-level (== false).
10616 // This caches the z-level we start the movement on (current) and the level we're want to end.
10617 const int z_before = get_levz();
10618 const int z_after = get_levz() + movez;
10619 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10620 debugmsg( "Tried to move outside allowed range of z-levels" );
10621 return;
10622 }
10623
10624 if( !u.move_effects( false ) ) {
10625 return;
10626 }
10627
10628 // Check if there are monsters are using the stairs.
10629 bool slippedpast = false;
10630 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10631 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10632 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10633 coming_to_stairs[0].name() );
10634 // Roll.
10635 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10636
10637 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10638 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10639 ///\EFFECT_STR increases chance of moving past monsters on stairs
10640
10641 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10642 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10643 if( coming_to_stairs.size() > 4 ) {
10644 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10645 dexroll /= 4;
10646 strroll /= 2;
10647 } else if( coming_to_stairs.size() > 1 ) {
10648 add_msg( m_warning, _( "There's something else behind it!" ) );
10649 dexroll /= 2;
10650 }
10651
10652 if( dexroll < 14 || strroll < 12 ) {
10654 u.moves -= 100;
10655 return;
10656 }
10657
10658 add_msg( _( "You manage to slip past!" ) );
10659 slippedpast = true;
10660 u.moves -= 100;
10661 }
10662
10663 // Shift the map up or down
10664
10665 std::unique_ptr<map> tmp_map_ptr;
10666 if( !m.has_zlevels() ) {
10667 tmp_map_ptr = std::make_unique<map>();
10668 }
10669
10670 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10671 if( m.has_zlevels() ) {
10672 // We no longer need to shift the map here! What joy
10673 } else {
10674 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10675 }
10676
10677 // Find the corresponding staircase
10678 bool rope_ladder = false;
10679 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10680 if( !force && !climbing ) {
10681 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10682 if( !pnt ) {
10683 return;
10684 }
10685 stairs = *pnt;
10686 }
10687
10688 if( !force ) {
10689 monstairz = z_before;
10690 }
10691 // Save all monsters that can reach the stairs, remove them from the tracker,
10692 // then despawn the remaining monsters. Because it's a vertical shift, all
10693 // monsters are out of the bounds of the map and will despawn.
10694 shared_ptr_fast<monster> stored_mount;
10695 if( u.is_mounted() && !m.has_zlevels() ) {
10696 // Store a *copy* of the mount, so we can remove the original monster instance
10697 // from the tracker before the map shifts.
10698 // Map shifting would otherwise just despawn the mount and would later respawn it.
10699 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10701 }
10702 if( !m.has_zlevels() ) {
10703 const tripoint to = u.pos();
10704 for( monster &critter : all_monsters() ) {
10705 // if its a ladder instead of stairs - most zombies can't climb that.
10706 // unless that have a special flag to allow them to do so.
10707 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10708 critter.has_effect( effect_ridden ) ||
10709 critter.has_effect( effect_tied ) ) {
10710 continue;
10711 }
10712 int turns = critter.turns_to_reach( to.xy() );
10713 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10714 && !slippedpast ) {
10715 critter.staircount = 10 + turns;
10716 critter.on_unload();
10717 coming_to_stairs.push_back( critter );
10718 remove_zombie( critter );
10719 }
10720 }
10721 auto mons = critter_tracker->find( g->u.pos() );
10722 if( mons != nullptr ) {
10723 critter_tracker->remove( *mons );
10724 }
10725 shift_monsters( tripoint( 0, 0, movez ) );
10726 }
10727
10728 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10729 std::vector<monster *> monsters_following;
10730 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10731 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10732 [this]( const shared_ptr_fast<npc> &np ) {
10733 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10734 rl_dist( np->pos(), u.pos() ) < 2;
10735 } );
10736 }
10737
10738 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10739 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10740 for( monster &critter : all_monsters() ) {
10741 if( ladder && !critter.climbs() ) {
10742 continue;
10743 }
10744 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10745 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10746 !critter.has_effect( effect_tied ) ) ) {
10747 monsters_following.push_back( &critter );
10748 }
10749 }
10750 }
10751
10752 if( u.is_mounted() ) {
10753 monster *crit = u.mounted_creature.get();
10754 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10755 crit->use_mech_power( -1 );
10756 if( u.movement_mode_is( CMM_WALK ) ) {
10757 crit->use_mech_power( -2 );
10758 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10759 crit->use_mech_power( -1 );
10760 } else if( u.movement_mode_is( CMM_RUN ) ) {
10761 crit->use_mech_power( -3 );
10762 }
10763 }
10764 } else {
10765 u.moves -= move_cost;
10766 }
10767 for( const auto &np : npcs_to_bring ) {
10768 if( np->in_vehicle ) {
10769 g->m.unboard_vehicle( np->pos() );
10770 }
10771 }
10772 const tripoint old_pos = g->u.pos();
10773 point submap_shift;
10774 vertical_shift( z_after );
10775 if( !force ) {
10776 submap_shift = update_map( stairs.x, stairs.y );
10777 }
10778
10779 // if an NPC or monster is on the stiars when player ascends/descends
10780 // they may end up merged on th esame tile, do some displacement to resolve that.
10781 // if, in the weird case of it not being possible to displace;
10782 // ( how did the player even manage to approach the stairs, if so? )
10783 // then nothing terrible happens, its just weird.
10784 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10785 std::string crit_name;
10786 bool player_displace = false;
10788 if( displace.has_value() ) {
10789 npc *guy = g->critter_at<npc>( u.pos(), true );
10790 if( guy ) {
10791 crit_name = guy->get_name();
10792 tripoint old_pos = guy->pos();
10793 if( !guy->is_enemy() ) {
10794 guy->move_away_from( u.pos(), true );
10795 if( old_pos != guy->pos() ) {
10796 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10797 }
10798 } else {
10799 player_displace = true;
10800 }
10801 }
10802 monster *mon = g->critter_at<monster>( u.pos(), true );
10803 // if the monster is ridden by the player or an NPC:
10804 // Dont displace them. If they are mounted by a friendly NPC,
10805 // then the NPC will already have been displaced just above.
10806 // if they are ridden by the player, we want them to coexist on same tile
10807 if( mon && !mon->mounted_player ) {
10808 crit_name = mon->get_name();
10809 if( mon->friendly == -1 ) {
10810 mon->setpos( *displace );
10811 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10812 } else {
10813 player_displace = true;
10814 }
10815 }
10816 if( player_displace ) {
10817 u.setpos( *displace );
10818 u.moves -= 20;
10819 add_msg( _( "You push past %s blocking the way." ), crit_name );
10820 }
10821 } else {
10822 debugmsg( "Failed to find a spot to displace into." );
10823 }
10824 }
10825
10826 // Now that we know the player's destination position, we can move their mount as well
10827 if( u.is_mounted() ) {
10828 if( stored_mount ) {
10829 assert( !m.has_zlevels() );
10830 stored_mount->spawn( g->u.pos() );
10831 if( critter_tracker->add( stored_mount ) ) {
10832 u.mounted_creature = stored_mount;
10833 }
10834 } else {
10835 u.mounted_creature->setpos( g->u.pos() );
10836 }
10837 }
10838
10839 if( !npcs_to_bring.empty() ) {
10840 // Would look nicer randomly scrambled
10841 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10842 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10843 [this]( const tripoint & c ) {
10844 return !is_empty( c );
10845 } ), candidates.end() );
10846
10847 for( const auto &np : npcs_to_bring ) {
10848 const auto found = std::find_if( candidates.begin(), candidates.end(),
10849 [this, np]( const tripoint & c ) {
10850 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10851 } );
10852 if( found != candidates.end() ) {
10853 // TODO: De-uglify
10854 np->setpos( *found );
10855 np->place_on_map();
10856 np->setpos( *found );
10857 candidates.erase( found );
10858 }
10859
10860 if( candidates.empty() ) {
10861 break;
10862 }
10863 }
10864
10865 reload_npcs();
10866 }
10867
10868 // This ugly check is here because of stair teleport bullshit
10869 // TODO: Remove stair teleport bullshit
10870 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10871 for( monster *m : monsters_following ) {
10872 m->set_dest( g->u.pos() );
10873 }
10874 }
10875
10876 if( rope_ladder ) {
10877 m.ter_set( u.pos(), t_rope_up );
10878 }
10879
10880 if( m.ter( stairs ) == t_manhole_cover ) {
10881 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10882 m.ter_set( stairs, t_manhole );
10883 }
10884
10885 // Wouldn't work and may do strange things
10886 if( u.is_hauling() && !m.has_zlevels() ) {
10887 add_msg( _( "You cannot haul items here." ) );
10888 u.stop_hauling();
10889 }
10890
10891 if( u.is_hauling() ) {
10892 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10893 start_hauling( adjusted_pos );
10894 }
10895
10896 m.invalidate_map_cache( g->get_levz() );
10897 // Upon force movement, traps can not be avoided.
10898 m.creature_on_trap( u, !force );
10899
10901}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:97
@ CMM_CROUCH
Definition: character.h:99
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1524
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:873
int oxygen
Definition: character.h:1594
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8923
std::string get_name() const override
Definition: character.cpp:6077
void start_hauling(const tripoint &pos)
Definition: game.cpp:10903
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10938
bool use_mech_power(int amt)
Definition: monster.cpp:2368
Character * mounted_player
Definition: monster.h:458
int climbing_cost(const tripoint &from, const tripoint &to) const
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
Definition: player.cpp:4330
void set_underwater(bool)
Definition: player.cpp:588
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:10443
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12560
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9445
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4102

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), player::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 11125 of file game.cpp.

11126{
11127 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
11128 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
11129 return;
11130 }
11131
11132 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
11133 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
11134 z_before, z_after );
11135 return;
11136 }
11137 // Figure out where we know there are up/down connectors
11138 // Fill in all the tiles we know about (e.g. subway stations)
11139 static const int REVEAL_RADIUS = 40;
11140 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
11141 const tripoint_abs_omt cursp_before( p.xy(), z_before );
11142 const tripoint_abs_omt cursp_after( p.xy(), z_after );
11143
11144 if( !overmap_buffer.seen( cursp_before ) ) {
11145 continue;
11146 }
11147 if( overmap_buffer.has_note( cursp_after ) ) {
11148 // Already has a note -> never add an AUTO-note
11149 continue;
11150 }
11151 const oter_id &ter = overmap_buffer.ter( cursp_before );
11152 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
11153 if( z_after > z_before && ter->has_flag( known_up ) &&
11154 !ter2->has_flag( known_down ) ) {
11155 overmap_buffer.set_seen( cursp_after, true );
11156 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
11157 } else if( z_after < z_before && ter->has_flag( known_down ) &&
11158 !ter2->has_flag( known_up ) ) {
11159 overmap_buffer.set_seen( cursp_after, true );
11160 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
11161 }
11162 }
11163}
bool inbounds_z(const int z) const
Definition: map.h:1645
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:186
@ known_down
Definition: omdata.h:185
bool has_flag(oter_flags flag) const
Definition: omdata.h:357

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 11088 of file game.cpp.

11089{
11090 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
11091 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
11092 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
11093 return;
11094 }
11095
11096 // TODO: Implement dragging stuff up/down
11097 u.grab( OBJECT_NONE );
11098
11099 scent.reset();
11100
11101 u.setz( z_after );
11102 const int z_before = get_levz();
11103 if( !m.has_zlevels() ) {
11104 m.clear_vehicle_cache( z_before );
11105 m.access_cache( z_before ).vehicle_list.clear();
11106 m.access_cache( z_before ).zone_vehicles.clear();
11107 m.access_cache( z_before ).map_memory_seen_cache.reset();
11108 m.set_transparency_cache_dirty( z_before );
11109 m.set_outside_cache_dirty( z_before );
11110 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
11111 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
11112 reload_npcs();
11113 } else {
11114 // Shift the map itself
11115 m.vertical_shift( z_after );
11116 }
11117
11118 m.spawn_monsters( true );
11119 // this may be required after a vertical shift if z-levels are not enabled
11120 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
11122 vertical_notes( z_before, z_after );
11123}
void setz(int z)
Definition: character.h:853
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:11125
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:393
void set_outside_cache_dirty(const int zlev)
Definition: map.h:430
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6736
std::set< vehicle * > zone_vehicles
Definition: map.h:346
std::set< vehicle * > vehicle_list
Definition: map.h:345

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 9307 of file game.cpp.

9308{
9309 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
9310 if( u.get_size() > MS_MEDIUM ) {
9311 add_msg( m_warning, _( "You can't fit there." ) );
9312 return false; // character too large to fit through a tight passage
9313 }
9314 if( u.is_mounted() ) {
9315 monster *mount = u.mounted_creature.get();
9316 if( mount->get_size() > MS_MEDIUM ) {
9317 add_msg( m_warning, _( "Your mount can't fit there." ) );
9318 return false; // char's mount is too large for tight passages
9319 }
9320 }
9321 }
9322
9323 if( u.is_mounted() ) {
9324 auto mons = u.mounted_creature.get();
9325 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9326 if( !mons->check_mech_powered() ) {
9327 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9328 mons->get_name() );
9329 return false;
9330 }
9331 }
9332 if( !mons->move_effects( false ) ) {
9333 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
9334 return false;
9335 }
9336 }
9337 const optional_vpart_position vp_here = m.veh_at( u.pos() );
9338 const optional_vpart_position vp_there = m.veh_at( dest_loc );
9339
9340 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
9341 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
9342 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
9343
9344 const tripoint furn_pos = u.pos() + u.grab_point;
9345 const tripoint furn_dest = dest_loc + u.grab_point;
9346
9347 bool grabbed = u.get_grab_type() != OBJECT_NONE;
9348 if( grabbed ) {
9349 const tripoint dp = dest_loc - u.pos();
9350 pushing = dp == u.grab_point;
9351 pulling = dp == -u.grab_point;
9352 }
9353 if( grabbed && dest_loc.z != u.posz() ) {
9354 add_msg( m_warning, _( "You let go of the grabbed object." ) );
9355 grabbed = false;
9356 u.grab( OBJECT_NONE );
9357 }
9358
9359 // Now make sure we're actually holding something
9360 const vehicle *grabbed_vehicle = nullptr;
9361 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
9362 // We only care about shifting, because it's the only one that can change our destination
9363 if( m.has_furn( u.pos() + u.grab_point ) ) {
9364 shifting_furniture = !pushing && !pulling;
9365 } else {
9366 // We were grabbing a furniture that isn't there
9367 grabbed = false;
9368 }
9369 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
9370 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
9371 if( grabbed_vehicle == nullptr ) {
9372 // We were grabbing a vehicle that isn't there anymore
9373 grabbed = false;
9374 }
9375 } else if( grabbed ) {
9376 // We were grabbing something WEIRD, let's pretend we weren't
9377 grabbed = false;
9378 }
9379 if( u.grab_point != tripoint_zero && !grabbed ) {
9380 add_msg( m_warning, _( "Can't find grabbed object." ) );
9381 u.grab( OBJECT_NONE );
9382 }
9383
9384 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
9385 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
9386 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
9387 tripoint diff = dest_loc - u.pos();
9388 if( diff.x < 0 ) {
9389 diff.x -= 2;
9390 } else if( diff.x > 0 ) {
9391 diff.x += 2;
9392 }
9393 if( diff.y < 0 ) {
9394 diff.y -= 2;
9395 } else if( diff.y > 0 ) {
9396 diff.y += 2;
9397 }
9398 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
9399 dest_loc );
9400 }
9401 return false;
9402 }
9403 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
9404 return false;
9405 }
9406 if( u.is_mounted() && !pushing && vp_there ) {
9407 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
9408 return false;
9409 }
9410 u.set_underwater( false );
9411
9412 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
9413 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
9414 if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "ALWAYS" &&
9415 !prompt_dangerous_tile( dest_loc ) ) {
9416 return true;
9417 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "RUNNING" &&
9418 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
9420 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
9421 enumerate_as_string( harmful_stuff ) );
9422 return true;
9423 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "CROUCHING" &&
9424 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
9426 _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ),
9427 enumerate_as_string( harmful_stuff ) );
9428 return true;
9429 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "NEVER" &&
9430 !u.movement_mode_is( CMM_RUN ) ) {
9432 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
9433 enumerate_as_string( harmful_stuff ) );
9434 return true;
9435 }
9436 }
9437 // Used to decide whether to print a 'moving is slow message
9438 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
9439
9440 int modifier = 0;
9441 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
9442 modifier = -m.furn( dest_loc ).obj().movecost;
9443 }
9444
9445 int multiplier = 1;
9446 if( u.is_on_ground() ) {
9447 multiplier *= 3;
9448 }
9449
9450 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
9451 via_ramp ) * multiplier;
9452 if( grabbed_move( dest_loc - u.pos() ) ) {
9453 return true;
9454 } else if( mcost == 0 ) {
9455 return false;
9456 }
9457 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
9458 const int previous_moves = u.moves;
9459 if( u.is_mounted() ) {
9460 auto crit = u.mounted_creature.get();
9461 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
9462 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
9463 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
9464 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
9465 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
9466 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
9467 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
9468 return false;
9469 }
9470 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
9471 const double encumb_moves = u.get_weight() / 4800.0_gram;
9472 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
9473 if( u.movement_mode_is( CMM_WALK ) ) {
9474 crit->use_mech_power( -2 );
9475 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9476 crit->use_mech_power( -1 );
9477 } else if( u.movement_mode_is( CMM_RUN ) ) {
9478 crit->use_mech_power( -3 );
9479 }
9480 } else {
9481 u.moves -= u.run_cost( mcost, diag );
9482 /**
9483 TODO:
9484 This should really use the mounted creatures stamina, if mounted.
9485 Monsters don't currently have stamina however.
9486 For the time being just don't burn players stamina when mounted.
9487 */
9488 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9489 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9490 u.burn_move_stamina( previous_moves - u.moves );
9491 } else {
9492 //Burn half as much stamina if vehicle has wheels, without changing move time
9493 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9494 }
9495 }
9496 // Max out recoil & reset aim point
9499
9500 // Print a message if movement is slow
9501 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9502 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9503 m.has_flag_ter_or_furn( "FUNGUS",
9504 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9505 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9506 mcost_to > 4 || mcost_from > 4 ) &&
9507 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9508 if( slowed && !u.is_mounted() ) {
9509 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9510 if( mcost_to >= mcost_from ) {
9511 if( auto displayed_part = vp_there.part_displayed() ) {
9512 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9513 displayed_part->part().name() );
9514 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9515 } else {
9516 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9517 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9518 }
9519 } else {
9520 if( auto displayed_part = vp_here.part_displayed() ) {
9521 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9522 displayed_part->part().name() );
9523 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9524 } else {
9525 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9526 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9527 }
9528 }
9529 }
9530 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9531 ( !u.footwear_factor() ||
9532 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9533 // DX and IN are long suits for Cephalopods,
9534 // so this shouldn't cause too much hardship
9535 // Presumed that if it's swimmable, they're
9536 // swimming and won't stick
9537 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9538
9539 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9540 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9541 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9542 u.mod_fatigue( 1 );
9543 }
9544 }
9545 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9546 int volume = u.is_stealthy() ? 3 : 6;
9547 volume *= u.mutation_value( "noise_modifier" );
9548 if( volume > 0 ) {
9550 volume = 2;
9551 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9552 volume = 12;
9553 }
9554 if( u.movement_mode_is( CMM_RUN ) ) {
9555 volume *= 1.5;
9556 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9557 volume /= 2;
9558 }
9559 if( u.is_mounted() ) {
9560 auto mons = u.mounted_creature.get();
9561 switch( mons->get_size() ) {
9562 case MS_TINY:
9563 volume = 0; // No sound for the tinies
9564 break;
9565 case MS_SMALL:
9566 volume /= 3;
9567 break;
9568 case MS_MEDIUM:
9569 break;
9570 case MS_LARGE:
9571 volume *= 1.5;
9572 break;
9573 case MS_HUGE:
9574 volume *= 2;
9575 break;
9576 default:
9577 break;
9578 }
9579 if( mons->has_flag( MF_LOUDMOVES ) ) {
9580 volume += 6;
9581 }
9582 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9583 "none", "none" );
9584 } else {
9585 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9586 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9587 }
9589 }
9590
9591 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9592 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9593 "misc", "rattling" );
9594 }
9595 }
9596
9597 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9598 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9599 }
9600
9601 if( dest_loc != u.pos() ) {
9603 }
9604
9605 tripoint oldpos = u.pos();
9606 point submap_shift = place_player( dest_loc );
9607 point ms_shift = sm_to_ms_copy( submap_shift );
9608 oldpos = oldpos - ms_shift;
9609
9610 if( pulling ) {
9611 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9612 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9613 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9614 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9615 m.remove_field( shifted_furn_pos, fd_fire );
9616 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9617 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9618 }
9619
9620 if( u.is_hauling() ) {
9621 start_hauling( oldpos );
9622 }
9623
9625
9626 return true;
9627}
void burn_move_stamina(int moves)
Definition: character.cpp:7204
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3201
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3635
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:953
bool is_wearing(const itype_id &it) const
Returns true if the player is wearing the item.
Definition: character.cpp:3221
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6732
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9988
m_size get_size() const override
Get size class of character.
Definition: character.cpp:534
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:10232
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9236
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1849
m_size get_size() const override
Definition: monster.cpp:2668
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2496
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:691
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2122
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1626
void do_footstep()
Definition: sounds.cpp:1603

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

◆ wield() [1/2]

void game::wield ( )
private

Definition at line 9096 of file game.cpp.

9097{
9099
9100 if( loc ) {
9101 wield( loc );
9102 } else {
9103 add_msg( _( "Never mind." ) );
9104 }
9105}
item_location wield(avatar &you)
Item wielding/unwielding menu.

References _, add_msg(), u, wield(), and game_menus::inv::wield().

Referenced by handle_action(), inventory_item_menu(), and wield().

◆ wield() [2/2]

void game::wield ( item_location loc)
private

Definition at line 9008 of file game.cpp.

9009{
9010 if( u.is_armed() ) {
9011 const bool is_unwielding = u.is_wielding( *loc );
9012 const auto ret = u.can_unwield( *loc );
9013
9014 if( !ret.success() ) {
9015 add_msg( m_info, "%s", ret.c_str() );
9016 }
9017
9018 u.unwield();
9019
9020 if( is_unwielding ) {
9021 if( !u.martial_arts_data->selected_is_none() ) {
9022 u.martial_arts_data->martialart_use_message( u );
9023 }
9024 return;
9025 }
9026 }
9027
9028 const auto ret = u.can_wield( *loc );
9029 if( !ret.success() ) {
9030 add_msg( m_info, "%s", ret.c_str() );
9031 }
9032
9033 // Need to do this here because holster_actor::use() checks if/where the item is worn
9034 item &target = *loc.get_item();
9035 if( target.get_use( "holster" ) && !target.contents.empty() ) {
9036 //~ %1$s: weapon name, %2$s: holster name
9037 if( query_yn( pgettext( "holster", "Draw %1$s from %2$s?" ), target.get_contained().tname(),
9038 target.tname() ) ) {
9039 u.invoke_item( &target );
9040 return;
9041 }
9042 }
9043
9044 // Can't use loc.obtain() here because that would cause things to spill.
9045 item to_wield = *loc.get_item();
9046 item_location::type location_type = loc.where();
9047 tripoint pos = loc.position();
9048 int worn_index = INT_MIN;
9049 if( u.is_worn( *loc.get_item() ) ) {
9050 auto ret = u.can_takeoff( *loc.get_item() );
9051 if( !ret.success() ) {
9052 add_msg( m_info, "%s", ret.c_str() );
9053 return;
9054 }
9055 int item_pos = u.get_item_position( loc.get_item() );
9056 if( item_pos != INT_MIN ) {
9057 worn_index = Character::worn_position_to_index( item_pos );
9058 }
9059 }
9060 loc.remove_item();
9061 if( !u.wield( to_wield ) ) {
9062 switch( location_type ) {
9064 // this will not cause things to spill, as it is inside another item
9065 loc = loc.obtain( g->u );
9066 wield( loc );
9067 break;
9069 if( worn_index != INT_MIN ) {
9070 auto it = u.worn.begin();
9071 std::advance( it, worn_index );
9072 u.worn.insert( it, to_wield );
9073 } else {
9074 u.i_add( to_wield );
9075 }
9076 break;
9078 m.add_item( pos, to_wield );
9079 break;
9081 const cata::optional<vpart_reference> vp = g->m.veh_at( pos ).part_with_feature( "CARGO", false );
9082 // If we fail to return the item to the vehicle for some reason, add it to the map instead.
9083 if( !vp || !( vp->vehicle().add_item( vp->part_index(), to_wield ) ) ) {
9084 m.add_item( pos, to_wield );
9085 }
9086 break;
9087 }
9089 debugmsg( "Failed wield from invalid item location" );
9090 break;
9091 }
9092 return;
9093 }
9094}
std::list< item > worn
Definition: character.h:1571
static int worn_position_to_index(int position)
Definition: character.h:1137
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2310
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3136
bool wield(item &target) override
Removes currently wielded item (if any) and replaces it with the target item.
Definition: avatar.cpp:1226
type where() const
Returns the type of location where the item is found.
void remove_item()
Removes the selected item from the game.
tripoint position() const
Returns the position where the item is found.
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6886
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4322
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:2491
bool unwield()
Definition: player.cpp:2530
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr)
Check player capable of taking off an item.
Definition: player.cpp:2953

References map::add_item(), add_msg(), player::can_takeoff(), Character::can_unwield(), player::can_wield(), item_location::character, item_location::container, item::contents, debugmsg, item_contents::empty(), g, item::get_contained(), item_location::get_item(), Character::get_item_position(), item::get_use(), Character::i_add(), item_location::invalid, avatar::invoke_item(), Character::is_armed(), Character::is_wielding(), Character::is_worn(), m, m_info, item_location::map, Character::martial_arts_data, item_location::obtain(), pgettext(), item_location::position(), query_yn(), item_location::remove_item(), cata::hash64_detail::ret, item::tname(), u, player::unwield(), item_location::vehicle, item_location::where(), wield(), avatar::wield(), Character::worn, and Character::worn_position_to_index().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2734 of file game.cpp.

2735{
2736 win_screen();
2738 memorial().add(
2739 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2740 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2741 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2742 if( !u.is_dead_state() ) {
2745 }
2746}
void win_screen()
Definition: game.cpp:2748
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2748 of file game.cpp.

2749{
2750 // TODO: Move this wall somewhere
2752 std::string msg = _( "You managed to close the portal and end the invasion!" );
2753 msg += '\n';
2754 if( u.is_dead_state() ) {
2756 "Unfortunately, you had to sacrifice your life to achieve this." );
2757 msg += colorize( t, c_red ) + '\n';
2758 memorial().add(
2759 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2760 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2761 } else {
2762 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2763 msg += colorize( t, c_green ) + '\n';
2764 memorial().add(
2765 pgettext( "memorial_male", "Safely closed the portal." ),
2766 pgettext( "memorial_female", "Safely closed the portal." ) );
2767 }
2768 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2769 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2770 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2771 popup( msg );
2772}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 3137 of file game.cpp.

3138{
3139 const std::string &memorial_dir = PATH_INFO::memorialdir();
3140 const std::string &memorial_active_world_dir = memorial_dir +
3141 world_generator->active_world->world_name + "/";
3142
3143 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
3144 if( !assure_dir_exist( memorial_dir ) ) {
3145 debugmsg( "Could not make '%s' directory", memorial_dir );
3146 return;
3147 }
3148
3149 if( !assure_dir_exist( memorial_active_world_dir ) ) {
3150 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
3151 return;
3152 }
3153
3154 std::string path = memorial_active_world_dir + filename + ".txt";
3155
3156 write_to_file( path, [&]( std::ostream & fout ) {
3157 memorial().write( fout, sLastWords );
3158 }, _( "player memorial" ) );
3159}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6362 of file game.cpp.

6363{
6364 const tripoint stored_view_offset = u.view_offset;
6365
6367
6368 const int zone_ui_height = 12;
6369 const int zone_options_height = 7;
6370
6371 const int width = 45;
6372
6373 int offsetX = 0;
6374 int max_rows = 0;
6375
6376 catacurses::window w_zones;
6377 catacurses::window w_zones_border;
6378 catacurses::window w_zones_info;
6379 catacurses::window w_zones_info_border;
6380 catacurses::window w_zones_options;
6381
6382 bool show = true;
6383
6384 ui_adaptor ui;
6385 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6386 if( !show ) {
6387 ui.position( point_zero, point_zero );
6388 return;
6389 }
6390 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6391 TERMX - width : 0;
6392 const int w_zone_height = TERMY - zone_ui_height;
6393 max_rows = w_zone_height - 2;
6394 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6395 point( offsetX + 1, 1 ) );
6396 w_zones_border = catacurses::newwin( w_zone_height, width,
6397 point( offsetX, 0 ) );
6398 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6399 width - 2, point( offsetX + 1, w_zone_height ) );
6400 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6401 point( offsetX, w_zone_height ) );
6402 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6403 point( offsetX + 1, TERMY - zone_options_height ) );
6404
6405 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6406 } );
6407 ui.mark_resize();
6408
6409 std::string action;
6410 input_context ctxt( "ZONES_MANAGER" );
6411 ctxt.register_cardinal();
6412 ctxt.register_action( "CONFIRM" );
6413 ctxt.register_action( "QUIT" );
6414 ctxt.register_action( "ADD_ZONE" );
6415 ctxt.register_action( "REMOVE_ZONE" );
6416 ctxt.register_action( "MOVE_ZONE_UP" );
6417 ctxt.register_action( "MOVE_ZONE_DOWN" );
6418 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6419 ctxt.register_action( "ENABLE_ZONE" );
6420 ctxt.register_action( "DISABLE_ZONE" );
6421 ctxt.register_action( "SHOW_ALL_ZONES" );
6422 ctxt.register_action( "HELP_KEYBINDINGS" );
6423
6424 auto &mgr = zone_manager::get_manager();
6425 int start_index = 0;
6426 int active_index = 0;
6427 bool blink = false;
6428 bool stuff_changed = false;
6429 bool show_all_zones = false;
6430 int zone_cnt = 0;
6431
6432 // get zones on the same z-level, with distance between player and
6433 // zone center point <= 50 or all zones, if show_all_zones is true
6434 auto get_zones = [&]() {
6435 std::vector<zone_manager::ref_zone_data> zones;
6436 if( show_all_zones ) {
6437 zones = mgr.get_zones();
6438 } else {
6439 const tripoint &u_abs_pos = m.getabs( u.pos() );
6440 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6441 const tripoint &zone_abs_pos = ref.get().get_center_point();
6442 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6443 zones.emplace_back( ref );
6444 }
6445 }
6446 }
6447 zone_cnt = static_cast<int>( zones.size() );
6448 return zones;
6449 };
6450
6451 auto zones = get_zones();
6452
6453 auto zones_manager_options = [&]() {
6454 werase( w_zones_options );
6455
6456 if( zone_cnt > 0 ) {
6457 const auto &zone = zones[active_index].get();
6458
6459 if( zone.has_options() ) {
6460 const auto &descriptions = zone.get_options().get_descriptions();
6461
6462 // NOLINTNEXTLINE(cata-use-named-point-constants)
6463 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6464
6465 int y = 1;
6466 for( const auto &desc : descriptions ) {
6467 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6468 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6469 y++;
6470 }
6471 }
6472 }
6473
6474 wnoutrefresh( w_zones_options );
6475 };
6476
6477 cata::optional<tripoint> zone_start;
6478 cata::optional<tripoint> zone_end;
6479 bool zone_blink = false;
6480 bool zone_cursor = false;
6482 zone_start, zone_end, zone_blink, zone_cursor );
6483 add_draw_callback( zone_cb );
6484
6485 auto query_position =
6486 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6487 on_out_of_scope invalidate_current_ui( [&]()
6488 {
6489 ui.mark_resize();
6490 } );
6491 restore_on_out_of_scope<bool> show_prev( show );
6492 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6493 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6494 show = false;
6495 zone_start = cata::nullopt;
6496 zone_end = cata::nullopt;
6497 ui.mark_resize();
6498
6500 popup.on_top( true );
6501 popup.message( "%s", _( "Select first point." ) );
6502
6504
6505 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6506 false );
6507 if( first.position )
6508 {
6509 popup.message( "%s", _( "Select second point." ) );
6510
6511 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6512 true, true, false );
6513 if( second.position ) {
6514 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6515 second.position->x ),
6516 std::min( first.position->y, second.position->y ),
6517 std::min( first.position->z,
6518 second.position->z ) ) );
6519 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6520 second.position->x ),
6521 std::max( first.position->y, second.position->y ),
6522 std::max( first.position->z,
6523 second.position->z ) ) );
6524 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6525 }
6526 }
6527
6528 return cata::nullopt;
6529 };
6530
6531 ui.on_redraw( [&]( const ui_adaptor & ) {
6532 if( !show ) {
6533 return;
6534 }
6535 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6536 zones_manager_shortcuts( w_zones_info );
6537
6538 if( zone_cnt == 0 ) {
6539 werase( w_zones );
6540 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6541
6542 } else {
6543 werase( w_zones );
6544
6545 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6546
6547 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6548 wnoutrefresh( w_zones_border );
6549
6550 int iNum = 0;
6551
6552 tripoint player_absolute_pos = m.getabs( u.pos() );
6553
6554 //Display saved zones
6555 for( auto &i : zones ) {
6556 if( iNum >= start_index &&
6557 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6558 const auto &zone = i.get();
6559
6560 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6561
6562 if( iNum == active_index ) {
6563 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6564 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6565 }
6566
6567 //Draw Zone name
6568 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6569 trim_by_length( zone.get_name(), 15 ) );
6570
6571 //Draw Type name
6572 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6573 mgr.get_name_from_type( zone.get_type() ) );
6574
6575 tripoint center = zone.get_center_point();
6576
6577 //Draw direction + distance
6578 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6579 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6580 direction_name_short( direction_from( player_absolute_pos,
6581 center ) ) );
6582
6583 //Draw Vehicle Indicator
6584 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6585 zone.get_is_vehicle() ? "*" : "" );
6586 }
6587 iNum++;
6588 }
6589
6590 // Display zone options
6591 zones_manager_options();
6592 }
6593
6594 wnoutrefresh( w_zones );
6595 } );
6596
6597 zones_manager_open = true;
6598 do {
6599 if( action == "ADD_ZONE" ) {
6600 do { // not a loop, just for quick bailing out if canceled
6601 const auto maybe_id = mgr.query_type();
6602 if( !maybe_id.has_value() ) {
6603 break;
6604 }
6605
6606 const zone_type_id &id = maybe_id.value();
6607 auto options = zone_options::create( id );
6608
6609 if( !options->query_at_creation() ) {
6610 break;
6611 }
6612
6613 auto default_name = options->get_zone_name_suggestion();
6614 if( default_name.empty() ) {
6615 default_name = mgr.get_name_from_type( id );
6616 }
6617 const auto maybe_name = mgr.query_name( default_name );
6618 if( !maybe_name.has_value() ) {
6619 break;
6620 }
6621 const std::string &name = maybe_name.value();
6622
6623 const auto position = query_position();
6624 if( !position ) {
6625 break;
6626 }
6627
6628 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6629 position->second, options );
6630
6631 zones = get_zones();
6632 active_index = zone_cnt - 1;
6633
6634 stuff_changed = true;
6635 } while( false );
6636
6637 blink = false;
6638 } else if( action == "SHOW_ALL_ZONES" ) {
6639 show_all_zones = !show_all_zones;
6640 zones = get_zones();
6641 active_index = 0;
6642 } else if( zone_cnt > 0 ) {
6643 if( action == "UP" ) {
6644 active_index--;
6645 if( active_index < 0 ) {
6646 active_index = zone_cnt - 1;
6647 }
6648 blink = false;
6649 } else if( action == "DOWN" ) {
6650 active_index++;
6651 if( active_index >= zone_cnt ) {
6652 active_index = 0;
6653 }
6654 blink = false;
6655 } else if( action == "REMOVE_ZONE" ) {
6656 if( active_index < zone_cnt ) {
6657 mgr.remove( zones[active_index] );
6658 zones = get_zones();
6659 active_index--;
6660
6661 if( active_index < 0 ) {
6662 active_index = 0;
6663 }
6664 }
6665 blink = false;
6666 stuff_changed = true;
6667
6668 } else if( action == "CONFIRM" ) {
6669 auto &zone = zones[active_index].get();
6670
6671 uilist as_m;
6672 as_m.text = _( "What do you want to change:" );
6673 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6674 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6675 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6676 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6677 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6678 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6679 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6680 as_m.query();
6681
6682 switch( as_m.ret ) {
6683 case 1:
6684 if( zone.set_name() ) {
6685 stuff_changed = true;
6686 }
6687 break;
6688 case 2:
6689 if( zone.set_type() ) {
6690 stuff_changed = true;
6691 }
6692 break;
6693 case 3:
6694 if( zone.get_options().query() ) {
6695 stuff_changed = true;
6696 }
6697 break;
6698 case 4: {
6699 const auto pos = query_position();
6700 if( pos && ( pos->first != zone.get_start_point() ||
6701 pos->second != zone.get_end_point() ) ) {
6702 zone.set_position( *pos );
6703 stuff_changed = true;
6704 }
6705 break;
6706 }
6707 case 5: {
6708 on_out_of_scope invalidate_current_ui( [&]() {
6709 ui.mark_resize();
6710 } );
6711 restore_on_out_of_scope<bool> show_prev( show );
6712 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6713 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6714 show = false;
6715 zone_start = cata::nullopt;
6716 zone_end = cata::nullopt;
6717 ui.mark_resize();
6718 static_popup message_pop;
6719 message_pop.on_top( true );
6720 message_pop.message( "%s", _( "Moving zone." ) );
6721 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6722 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6723 // local position of the zone center, used to calculate the u.view_offset,
6724 // could center the screen to the position it represents
6725 auto view_center = m.getlocal( zone.get_center_point() );
6726 const look_around_result result_local = look_around( false, view_center,
6727 zone_local_start_point, false, false,
6728 false, true, zone_local_end_point );
6729 if( result_local.position ) {
6730 const auto new_start_point = m.getabs( *result_local.position );
6731 if( new_start_point == zone.get_start_point() ) {
6732 break; // Nothing changed, don't save
6733 }
6734
6735 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6736 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6737 stuff_changed = true;
6738 }
6739 }
6740 break;
6741 default:
6742 break;
6743 }
6744
6745 blink = false;
6746 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6747 if( active_index < zone_cnt - 1 ) {
6748 mgr.swap( zones[active_index], zones[active_index + 1] );
6749 zones = get_zones();
6750 active_index++;
6751 }
6752 blink = false;
6753 stuff_changed = true;
6754
6755 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6756 if( active_index > 0 ) {
6757 mgr.swap( zones[active_index], zones[active_index - 1] );
6758 zones = get_zones();
6759 active_index--;
6760 }
6761 blink = false;
6762 stuff_changed = true;
6763
6764 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6765 //show zone position on overmap;
6766 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6767 // TODO: fix point types
6768 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6769
6770 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6771 } else if( action == "ENABLE_ZONE" ) {
6772 zones[active_index].get().set_enabled( true );
6773
6774 stuff_changed = true;
6775
6776 } else if( action == "DISABLE_ZONE" ) {
6777 zones[active_index].get().set_enabled( false );
6778
6779 stuff_changed = true;
6780 }
6781 }
6782
6783 if( zone_cnt > 0 ) {
6784 blink = !blink;
6785 const auto &zone = zones[active_index].get();
6786 zone_start = m.getlocal( zone.get_start_point() );
6787 zone_end = m.getlocal( zone.get_end_point() );
6788 ctxt.set_timeout( BLINK_SPEED );
6789 } else {
6790 blink = false;
6791 zone_start = zone_end = cata::nullopt;
6792 ctxt.reset_timeout();
6793 }
6794
6795 // Actually accessed from the terrain overlay callback `zone_cb` in the
6796 // call to `ui_manager::redraw`.
6797 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6798 zone_blink = blink;
6800
6802
6803 //Wait for input
6804 action = ctxt.handle_input();
6805 } while( action != "QUIT" );
6806 zones_manager_open = false;
6807 ctxt.reset_timeout();
6808 zone_cb = nullptr;
6809
6810 if( stuff_changed ) {
6811 auto &zones = zone_manager::get_manager();
6812 if( query_yn( _( "Save changes?" ) ) ) {
6813 zones.save_zones();
6814 } else {
6815 zones.load_zones();
6816 }
6817
6818 zones.cache_data();
6819 }
6820
6821 u.view_offset = stored_view_offset;
6822}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:345
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:185
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6297
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6320
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7316 of file game.cpp.

7317{
7318#if defined(TILES)
7319 if( tileset_zoom == 64 ) {
7320 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7321 } else {
7323 }
7324 rescale_tileset( tileset_zoom );
7325#endif
7326}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7304 of file game.cpp.

7305{
7306#if defined(TILES)
7307 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7309 } else {
7310 tileset_zoom = 64;
7311 }
7312 rescale_tileset( tileset_zoom );
7313#endif
7314}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 100 of file avatar.cpp.

101{
102 return g->u;
103}

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12576 of file game.cpp.

12577{
12578 return *g->grid_tracker_ptr;
12579}

◆ get_map

map & get_map ( )
friend

Definition at line 141 of file map.cpp.

142{
143 return g->m;
144}

Referenced by extended_description(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 381 of file character.cpp.

382{
383 return g->u;
384}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 1003 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1066 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1083 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1097 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1047 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1048 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1060 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 967 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1058 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1045 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 1001 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1099 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 1007 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 1004 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1116 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1118 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1117 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1089 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1090 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1080 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1079 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 998 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 997 of file game.h.

◆ m

map& game::m

Definition at line 1011 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), wield(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 995 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 1005 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1032 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1088 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1028 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1086 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1084 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1095 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1067 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1093 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1092 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1063 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1082 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1030 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 1013 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 999 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1111 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1078 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1062 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 1006 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 1002 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1034 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1108 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 1000 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 1014 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 1023 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1069 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 1012 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), favorite_ammo_or_select(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), inventory_item_menu(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), open_gate(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), reload(), reload_item(), reload_weapon(), reload_wielded(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), try_get_left_click_action(), try_get_right_click_action(), unload(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), wield(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 996 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1073 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 1026 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1105 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1038 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1076 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1037 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1036 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1075 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1124 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1065 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 1008 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1101 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: